A Grotesques Slavering maw opens wide from the palm of Gustav's left hand, the teeth of the mouth nips and bites at any flesh put close to it. the maw roars the targets final name in the book of death setting them ablaze with eldritch colorless flames. the names spoken are not recognizable as any speak able language.
Gustav's left arm been burned crispy and etched with demonic runes into the skin, Xaphans mouth swims across the skin of the arm looking for its next snack.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You may select a target at any range if you use up Bodily fluid of the target. Make a Trauma roll when you activate this Effect. Roll Intellect + Occult 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 Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll Intellect + Occult at Difficulty 7. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
Possession of this Power grants the following Battle Scar: Large Burned Demonic arm with a moving mouth.
You pick up your opponent and smash them upon the ground using the side of your body, dangerously close to the floor and opponent yourself.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you ouchie to your head!!. Roll Brawn + Alertness 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 Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll Brawn + Alertness at Difficulty 7. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
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.
Nikki hovers his palm over the Iceman's pickups and an excruciating shriek pierces your ears
This Effect activates whenever using Power Chord. It does not require an Action or Exertion. Select a Animate target within 20 feet. Roll Dexterity + Performance 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.
A Jack of Clubs is thrown, as it makes its way towards the target its form shifts into that of a blackjack, a bludgeoning weapon intended for dazing people, just prior to impact. A few moments after impact the blackjack will crumple apart and dissapear.
A member of the Court of Clubs, loyal to their king, this knave has been tasked with weeding out the spies and assassins believed to be amongst their fellow courtiers. To complete this task they've been given a blackjack to daze and remove those who dare to stand against his majesty the King of Clubs.
Spend an Action and use up this Jack of Clubs. Make a Playing Card attack at a Animate target within normal attack range. Roll 7 dice Difficulty 6, penalty does not apply. The target may roll to dodge or defend, as normal for Playing Card attacks. The attack does not deal Damage, but the Effect does.
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 Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll your for your attack as normal. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
When Cassie is touched, even through clothing, the target's mind rattles in their skull, dazzled with confusing sensations as they are concussed by magic
Spend an Action. Select a Living or Animate target within arm's reach. This Effect cannot be used unless the target is touching you, upon which they suffer the effects. However, the target does not fall asleep once drowsiness ends, only if the knockout is successful. Roll Dexterity + Athletics at Difficulty 6. Affected targets may resist by rolling Body at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Outcome x 3 rounds. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.
When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the target's eyes bulge, and their veins pop, brain rattling in their head.
This Gift's Cost is capped at 2 and cannot be increased further.
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.