A dome like summons from the sky with a blood like texture incasing everyone in a giant dome with a radius of 20 feet. Strong winds start and a boiling blood blizzard starts. It will harm anything and anyone in the radius including allies.
Take a Severity-1 Injury and spend an Action.
You create a hemispherical dome of Boiling Blood blizzard in a blood dome originating at your Location, with a radius of 20 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Battle Scar: a red patch around my eye.
Marks caught a few villians in his day, and one thing they always seem to have in common is they never shut up.
Not everyone can leave themselves open, provoke in just the right way and even let themselves get into seemingly precarious situations, just to loosen some lips.
He's learned how to conversationally 'push their buttons' and make them talk.
So far, the most reliable way has been to talk about himself, to instigate their inevitable sense of competition.
It takes constant conversation, so when Mark mentions his relavent truths, their target does too.
Preferably in the form of a back and forth gloating/determination sort of thing if it is antagonistic, or a comraderie building honesty moment if not.
Examples:
"I'm Mark Collins, fighter of injustice, protector of the weak. I'm here to stop you! " (flexes in superhero pose)
"It's too late, Mark!" (laughs maniacally) "You'll never find the bombs in time!" (Shows him live feed of the city.) "Watch your public failure with me! The world will know my name! ZOXOB!"
"If you have to look along the shaft of an arrow from the wrong end, if a man has you entirely at his mercy, then hope like hell that man is an evil man. Because the evil like power, power over people, and they want to see you in fear. They want you to know you're going to die. So they'll talk. They'll gloat. They'll watch you squirm. They'll put off the moment of murder like another man will put off a good cigar. So hope like hell your captor is an evil man. A good man will kill you with hardly a word."
Terry Pratchett
Exert your Mind and spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Brawn + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome. For any information you learn about your target, the corresponding information about you is shared with them.
Any information you gather is A spoken conversation and made publicly available. This also includes any information the target learns about you.
You cannot investigate the same target more than once per day.
Glowing red threads sprout from the user's palms, enshrining and attaching themselves to the targeted object. The object jitters slightly as it is pulled and prodded, dancing around the user's hand like a puppet. Over the course of this effect, details about the objects intended function and location of origin are revealed to the user.
Seeing a puppet's strings makes it quite easy to know both how to make it dance, and who has pulled those strings before you.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Dexterity + Crafts at Difficulty 6.
You learn all the following information about your target:
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
You cannot investigate the same target more than once per day.
The Zulu God is called "uSomanlda", he felt the urge to create a world and therefore he began to shape land and water. He was immensely proud of its creation, he admired the sheer beauty of hills and rivers and was captivated by the huge size of imposing mountains and vast seas. This was a gift to the Zulu people, to use as a bounty of food and security, and in turn, the Zulu people return what was given in respect and praise.
Ibutho, the warrior kin of the Zulu were blessed with the gifts of hunting and warfare, using muthi and traditonal ornaments, they have the ability to contact their ancestors for guidance.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet You must actively and obviously use Traditional Beads to activate this Effect. At the end of your investigation, roll Charisma + Melee at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about the area:
You cannot investigate the same area more than once per day.
Mrs. Ross has a gift. One that has been built over a good many years. First they started as whispers in her dreamscape, moans that clouded her mind like a fog in the late evening hours. She doesn't quite remember how it happened, the moment was vague. She heard a lamenting echo coming from a body in a casket, a relative whose funeral was still in progress. Though she cannot speak, The Voice in her head certainly can, and she tried to reach out to the whispers like she never could anyone else. To her immense surprise, the they responded, a cavalcade of emotions from the recently deceased.
Mrs. Ross uses the spirit's connection to their loved ones in order to entice them to speak to her, so that their final wishes may be fulfilled. Spirits do not come to her more than once a day, however, as some dark figure in the veil looms near her metaphysical presence...
Exert your Mind and spend one minute. Select a Dead target within 50 feet. For dead targets, you must possess their the presense of a loved one.
The target can communicate in your language for the next hour.
This Effect is not obvious, and the only sign you are using an Effect is that her tongue sparks a with dark purple. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You may only use this Effect once per target per day.
Dallas chats up a guy in a interrogation room and after a minute the guy can't help spilling his actual name and how he commited his last crime a look of suprise comes over his face as he realizes what he had done.
Spend a minute to activate. Select a Sapient target within arm's reach. At the end of your investigation, roll Charisma + Influence at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is Dallas Talks to the individual. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Any information you gather is They Speak it aloud and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you donβt die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Perform the Five Point Technique via a series of quick pressure point hits on the targetβs chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance 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. Armor is fully effective against this damage.