As the spectral visage of Archibald Hood evaporates off your body, you call forth a localized storm to harry those who would stand in the way of your expedition.
At the end of this powers duration, you must roll self control to prevent Captain Hood from steering the ship.
Exert your Mind and spend an Action to activate. Select a Location within 20 feet.
The hearing of all Living targets within 20 feet of the chosen Location becomes suppressed for the next 3 Rounds. Any roll requiring hearing automatically fails, and other relevant rolls suffer up to a -3 dice penalty at the GM's discretion.
Possession of this Power grants the following Trauma at all times: Possession.
- July 13, 2023, 1:50 p.m. - Revision Cost: 1. Added Enhancement: Hearing, Removed Enhancement: Other
The clown spends a few moments miming out an invisible wall. Suddenly, it becomes real, and a wall made of Aluminium oxynitride can be seen, slightly distorting the light around it.
Exert your Mind and spend an Action. Select a Location within arm's reach.
Select one of the following alterations to create out of Plexiglass originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
The veil between this life and the next is thinner than many would find comfortable. By spreading his deck on a surface in front of him and focusing his mind on an emotional focus that links the deceased to the earthly realm, Cássio can open pinprick holes into the border of reality, just enough for communication to pass through. The scattered cards begin to float, briefly haunted by the target spirit, and the air rings out with the directionless voice of the departed for the duration.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. For dead targets, you must possess their loved one.
The target can communicate in your language for the next hour.
Fran croll punches the air and with a little bit of magic and strength creates a bullet made out of air.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Brawn + Brawl Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Focusing on a mirrored surface, the reflection within will change, showing Barry the past of the surrounding area caught within the reflection in the form of a series of images flashing by, showing Barry the comings and goings in the area, as well as the identities of the inhabitants.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use Mirrored Surface to activate this Effect. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
In addition to physical harm, the protection spell now messes with a target's mind, causing their mind to boil and buckle under ungodly psychic pressure. Their eyes alight, blood vessels turning to red steam and leaking from nose and head. If killed from this effect, their head explodes.
This Effect activates whenever Cassidy is touched aggressively, for example a melee attack, unarmed attack or attempted grapple. It does not require an Action or Exertion. Select a Sapient target within arm's reach. Make a Trauma roll when you activate this Effect. Roll Dexterity + Athletics at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a phobia as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail.
This Gift's Cost is capped at 2 and cannot be increased further.
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.