Using his staff as a conduit, he channels his mana, spinning it rapidly. The mana reacts with the air and using it to set a coordinate, luminous turns himself directly into mana and teleports himself to his location
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 125 feet away horizontally or 25 feet away vertically. You must actively and obviously use Staff/shining rod to activate this Effect.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
Possession of this Power grants the following Battle Scar: Weak Stomach.
Possession of this Power grants the following Trauma at all times: Paranoia.
I'm here to clean house, and nobody's going to stand in my way. My aura reeks of confidence, a controlling smile on my face. This radiant Ruby sits atop a golden veneer, placed on my tooth to utilize it's power. There is no point to testing your luck, you don't have the winning cards. You should leave now before you lose everything to me.
As I flash my winning grin, you can see the glint of a golden veneer on my tooth. Perched atop it is a radiant Ruby, the gem of my Pot-Winning Bluff. With the curl of my smile, the room seems to shimmer with anticipation. The Ruby sparkles, emitting a red hue across the table. A psychic repulsion field emanates from me, extending out in every direction for 45 feet. It's like a force field of confidence, daring anyone to challenge my hand.
Any fool who can't see past my bluff knows that they're going to bust. They're trapped in their own defeat, pushed back to the edge of the radius like the pill of a spinning roulette wheel. They realize they've already lost before the first card is even dealt.
Exert your Mind and spend an Action or Reaction. Roll Charisma + Influence at Difficulty 6. Any Animate targets may resist by rolling Mind at Difficulty 7.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 5 Rounds. Any Animate targets within the field that failed to resist cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
This is a small rivet gun implement, that injects a small Ceramic Stud into the targets spine, painlessly of course. relaying location and vitals to Devices small screen. It looks like a pail pink disk pressed against the skin.
The Screen on the Artifact shows the direction and distance to all Targets, well those targets gain a gut feeling as to where the artifact is.
The Trail is a visible Red ribbon of light left floating in the air from where the Mark target Heart or center of mass is. Marked targets are able to be "switch on" to allow them to see the trails, Cheslav having a permanent implant allowing this.
Spend an Action. Select a Animate target within arm's reach. The target may Resist.
Your target is marked with a Spinal Stud. 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 vital status, injuries, 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. This Artifact can have up to 3 marks active.
You receive +2 dice to any rolls made against a marked target.
Marked targets leave a trail wherever they go that is visible only to you and those you teach to see it. This trail shows how long ago the target was there and is followable even when they are in a vehicle.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
Yado takes the phone. He hears a familiar voice; his contact from the other side.
The contact proceeds to pit a copy of his astral corpus to fight in a gun fight against astral manifestations of the world itself, trying to stop Yado from achieving his goals. The better the astral corpus of Yado performs, the better is the information that he receives about the area.
You have to know the turf, so that you are able to hit the opposition where it hurts. That’s how you gain in this game.
Spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a hand gun to activate this Effect. At the end of your investigation, roll Dexterity + Firearms at Difficulty 6.
You learn the following information about the area:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same area more than once per day.
Using a lighter, With a spark, a small flame, holding it up to his mouth, Jerry blows on the fire from the lighter causing a large burst of fire akin to a flame thrower
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 Lighter to activate this Effect.
You may start a new fire as large as a fire in a residential fireplace at your target. You may create fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage per Round, 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.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Pyromania.
Using military nanites, lock, unlock, open, or close any door within arm's reach. To allow the nanites to reach the lock, one must be touching the door/object that they intend to manipulate.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach.
You may lock, unlock, and/or open your target.
Possession of this Power grants the following Battle Scar: Bane: (Electricity) Because of the nanites installed... ((All Damage you take from your weakness is increased by 2 and ignores any non-material Armor you have)).
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
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.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
Perform the Five Point Technique via a series of quick pressure point hits on the target’s 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 magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.