N/A
Exert your Mind and spend an Action. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Brawn + Brawl at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 10. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
Damage spreads to targets beyond the edge of the initial radius, decreasing by 2 Damage for every 5 feet traveled.
Any object destroyed or individual killed in your blast turns to dust. Any parts of structures within your blast radius are destroyed and cannot bear a load or block movement. Your blast leaves a 15 foot deep crater in the ground and deals +1 Damage.
Anyone who takes damage from the blast is knocked back away from you by a distance equal to the radius. They must succeed a Body roll, Difficulty 9, or be stunned for 1 round.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
Ellis can withdraw a bonded bomb and cause it to detonate in a specific way, causing a violent detonation within a contained area.
Exert your Mind and spend an Action. Select a Location within 110 feet. You must use up an explosive which has undergone the Ritual of Bomb Bonding in order to activate this Effect. The area within 10 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Intellect + Technology at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 10 feet of the chosen Location with Damage equal to your Outcome + 4.
For the next 3 Rounds following the initial blast, this Effect will deal a new blast of damage to any targets remaining within range of the chosen Location. The damage decays by 2 each Round.
Any object destroyed or individual killed in your blast turns to dust. Any parts of structures within your blast radius are destroyed and cannot bear a load or block movement. Your blast leaves a 15 foot deep crater in the ground and deals +1 Damage.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
You extend your arm towards the targeted area, rosary wrapped around your wrist; muffled screams can be heard from those in the blast radius shortly before a torrent of wraith-like phoenixes and… a certain friend of yours… manifest at the origin point and radiate outward, bursting into ectoplasm and gnashing and clawing at whatever is caught in their wake.
Exert your Mind and spend an Action. Select a Location within 40 feet. You must actively and obviously use a rosary to activate this Effect. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Intellect + Investigation at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the mental anguish from the piercing wails and the haunting visages as they burst from the ground.
fire
make mean people go boom
Exert your Mind and spend an Action. Select a Location within 40 feet. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Intellect + Occult at Difficulty 6.
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
The Spell caster raises their staff or ring covered hand to manipulates the fires or creates new ones where they shouldn't be. Fire dances in tune with your hands or staffs movements.
Mana, MP the universal power source the underlying truth of existence that permeates reality flows into me. I harness it to create or manipulate reality to my whims. My hands create on instinct a staff, or a magical ring. Helps me guide mana in a direction, they are the training wheels before mastery.
Exert your Mind (only for extinguishing a fire, no cost for starting one) and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). You must actively and obviously use a staff or ring with a jewel. to activate this Effect.
You may start or extinguish a fire as large as a torch's flame at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 2 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
You may spend a Free Action on your initiative move a fire as large as a torch's flame that is within 20 feet to another location within 20 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a torch's flame cannot cross.
As the gift user activates this gift, a subtle fiery glow encompasses their silhouette, and long streaks of flame begin flaring out of their temporarily-blackened eyes and any existing open wounds. The flames don't attempt to reach upwards, but instead radiate outwards from the user as if horizontally coiling around them. Parts of the flames that get close enough to touch any foreign surfaces leave marks commonly attributed to heat damage. Also, glowing cinders can be seen floating in the air within the range of the encroaching blast, more commonly coalescing closer to the user.
Before the blast's detonation, the fiery glow around the gift user's silhouette is no longer subtle - instead, it envelops them fully. The detonation leaves the user momentarily obscured by the searing brightness of the flames, which flare out with great magnitude before vanishing.
Exert your Mind and spend an Action. The area within 10 feet of you immediately and obviously becomes imminently dangerous. On the following Rounds, you may choose to detonate the Blast as a Free Action on your initiative. When you do so-- or when one minute elapses-- roll Brawn + Melee at Difficulty 6. Targets remaining inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 10 feet of you with Damage equal to your Outcome + 2. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.