The shadow of the user's regret and shame, per the Maddening on Umbra's Spite, is cultivated and weaponized. It pools from the hands and infests the next shot in the chamber of the gun. It wraps around, subsumes, and completely coats the round until it's barely recognizable- only as a silhouette.
The bullet becomes so changed that it will no longer be capable of dealing considerable damage, but instead had become a darkbang. It shares the traits of a flashbang- discombobulating and stunning adversaries.
It blinds them with darkness instead of light and smoky black tendrils will manifest and effectively act as a spider web, making any actions more difficult for the target. Inhaling it produces a similar effect mentally- fogging up the target's mind.
Exert your Mind and spend an Action to activate. Select a Animate target within 300 feet. Make a Trauma roll when you activate this Effect. Roll Perception + Firearms at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 1 Round. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
After the Effect ends, the target will be at -1 dice to all actions and cannot move faster than a walk or Concentrate for the next minute.
You may only use this Effect once per day.
Angel hefts up a bat or anything similar and swings it from a ways away. Despite the lack of physical contact, the target is struck across the face and put into a pleasant, smiling daze like Angel’s previous default. They may look around or ask questions like “Why am I here again?”.
Activated Rune: Calm Anger
Expend a point of Battery and spend an Action. Select a Animate target within 20 feet. Roll Brawn + Influence at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 3 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
Sheriff Perkins pummels a criminal with his ethereal Phantom Limb, incapacitating them so he can restrain them and bring them to justice.
Exert your Mind and spend an Action to activate. Select a Animate target within arm's reach. Roll Dexterity + Brawl at Difficulty 6. The target may contest by Dodging or Defending.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 5 rounds. Dice pools may be reduced all the way down to 0 by this penalty.
Benny can entrance a target into a lustful stupor by looking deep into their eyes and dominating their mind with his own. His eyes have paid the price for power; instead of whites, his irises are now surrounded by a blood red color, which becomes more or less intense depending on how recently he has fed.
Exert your Mind and spend an Action to activate. Select a Animate target within 20 feet. This Effect cannot be used unless you make direct eye contact with the target. Roll Charisma + Alertness at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for as long as you maintain Concentration; if you stop or are interrupted, the Effect will end. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
A swift kick to the face!
Exert your Mind and spend an Action. Select a Animate target within 20 feet. Roll Dexterity + Brawl at Difficulty 7. The target may contest by Dodging or Defending.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 3 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll Dexterity + Brawl at Difficulty 7. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
When looking at the target, the users eyes give out a flash and a visible trail of red leaves from them into the target. The intensity of the gaze can be mentally felt, throwing the mind of the target into disarray.
Exert your Mind and spend an Action. Select a Animate target within 300 feet. Make a Trauma roll when you activate this Effect. Roll Perception + Alertness at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 3 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may only use this Effect once per day.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.