With using the smithing hammer as a catalyst it creates a dozen of blades still glowing hot red from thier creation around the radius that hit and filling the radius after which they shatter apart as thier are just mere limitation of weapons they are based on
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. You must actively and obviously use smithing hammer to activate this Effect. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Alertness 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.
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.
Lou rips a single sticker off his face…and everything blows.
Exert your Mind (unless you win a coin flip) and spend an Action. You must use up Sticker in order to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Brawn + Firearms 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.
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.
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 an Explosion, a big one.
the trap is a black mark that appears on the skin. It cannot be disarmed. And is triggered on will.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely no further than 40 feet from you and in your line of sight. This trap lasts one day or until triggered or disarmed. This Effect cannot be used unless Have to touch the opponent with my Shikai.. Choose a type of being that could trigger the trap. Roll Brawn + Alertness at Difficulty 6. Record your Outcome when the trap is placed.
The trap looks like ________. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid or destroy it.
When setting the trap, specify the condition under which it will trigger. The trap can trigger against a target in the trapped region.
If the Outcome is positive, your blast hits everything within 25 feet of the trap with Damage equal to your Outcome + 4. Affected targets may Dodge or Defend to reduce incoming Damage by their Outcome.
Yuria plays a quick solo, a shockwave of lightning bursting forth around her and coursing through nearby enemies. Weaker or injured targets are killed instantly, their eardrums and skulls shattered, their eyeballs melting from their sockets.
Exert your Mind (unless you win a coin flip) and spend an Action. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Intellect + 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.
Hitting a different cord on the guitar sends out a massive, hell infused, sonic wave around the artifact.
Exert your Mind and spend an Action. 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.
As Selma activates the Gift, a shimmering, translucent sphere about 25 feet wide materializes around her. It looks like woven strands of memories and emotions — flashes of hospital beds, funeral tears, whispered confessions — all stitched together into a pulsating orb. The air grows cold, heavy, and vibrating with overwhelming sadness and dread. Victims caught within feel their chests tighten and their skin crawl, sensing — too late — the explosion of emotional devastation about to erupt.
This is Selma’s art at its purest: weaponized despair. Over the course of her grim work, she has become a repository for countless final moments, confessions of the dying, and the silent horrors no therapy could erase. Now, she pulls from that endless well of agony, solidifying it into a brutal force of obliteration.
This blast is not simply destructive — it is deeply personal. Every bit of pain she once tried to soothe now detonates outward, a fitting requiem for all who thought their sins, their hurts, could remain buried.
(Selma’s hands tremble — not with fear, but anticipation. A low hum grows in the air, the static feeling of countless deaths, regrets, and unspoken agony twisting into something tangible. Around her, the very weight of trauma compresses reality until it buckles, releasing a shattering blast that leaves flesh and bone crumbling in its wake.)
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. The area within 25 feet of you 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 + Medicine 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 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.
Damage spreads to targets beyond the edge of the initial radius, decreasing by 2 Damage for every 5 feet traveled.
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 A sphere, woven from the traumatic events of my patients, takes physical form around me.
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.