This item before him rouses his anger like no other. He snaps. All his volatile, welled-up anger bursts from the inside of the object, blasting it to pieces. It can't hurt him now. At least - not until it's repaired.
On the name:
A term that Zephyren has learned in his Engineering classes, which is just a really roundabout way of saying something has blown up when it wasn't supposed to. A lot of things aren't supposed to explode, but does it stop Zeph from trying anyway? Not really.
On destruction:
He's the burnt aftermath of a blaze. He's the ashen trail left behind - always to be abandoned, always to be harmed and tossed away. He has to change that. He can't just let people get away with this. He'll take their place just so they can't do it to him willy-nilly anymore.
On anger:
Zephyren is a ball of anger. From the beginning he's got an intense anger for the world that he's just been keeping at the back of his mind, shelved for later use. It's melting down in the archives, it's overheating in the engines. He was never meant to hold it back. Now it's just a source for more anguish from the things he destroys out of spite. He tells himself that he feels horrible about it, but in the long run, he thinks he's better off taking out his anger on lifeless items. Unfortunately, it seems that channeling his anger into a lifeless object still has consequences...
On expletives:
Something is stopping Zephyren from saying something truly unforgivable. This power does it for him. It screams and wallows over all the stupid decisions people have made, all the ways they could've solved all their problems if they weren't [insert slurs here]. He's heard other people say these things all the time back home, so why couldn't he? He knows why. He only hopes that social convention isn't the only thing that's holding him back.
Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within 20 feet no larger than a purse (5 liters). Roll Perception + Occult Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see as the object emits a long, high-pitched screech, before it blasts open and screams incredibly offensive expletives specifically targeted at anyone and everyone around it.
The winds blow, the earth shifts, plants grow, nature itself bends to achieve the goals of the Goblin King, its power channelled through his Bangmangi to potentially devastating effect
You gain the following benefits at all times. You must actively and obviously be using Club to gain the benefits of this Effect.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
When Huey activates this heightened sense, his pupils dilate unnaturally, taking on a faint, luminous amber glow a subtle reminder of his lycanthropic nature. To anyone paying close attention, his gaze becomes eerily focused, as if peeling back layers of reality to notice details others would never perceive.
When the ability fully kicks in (especially when Huey Exerts his Mind for an automatic Outcome), the world seems to slow down from his perspective. Colors become sharper, sounds more distinct, and every movement in his surroundings appears exaggerated, as if caught in the crosshairs of an apex predator.
Huey’s curse as a werewolf has sharpened his instincts far beyond natural human limits. Over time, this heightened awareness evolved from a mere survival tool into something far more powerful an apex hunter’s intuition that allows him to read the environment like an open book.
His senses don’t just extend outward they pierce through shadows, fog, and the veil of human ignorance. The downside of this heightened perception is that some horrors can never be unseen; each time his instincts save him, his mind pays the toll, teetering closer to the edge of trauma with every unspeakable sight.
Whether it’s spotting a threat from twice the normal distance or catching a glimpse of the supernatural where others see nothing, Eyes of the Predator turns Huey into a living radar for danger and the consequences of what he perceives could haunt him forever.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Frank augments his shots with small pieces of his soul, guiding the bolts as they fly to their target.
You gain the following benefits as long as engaged in combat with crossbows.
You receive +2 dice to all rolls using crossbows. Reloading is considered a Free Action.
You also gain the following effects:
Through forced practice Trav has been able to control the trajectory of his shots enough to not kill with his shots.
You gain the following benefits as long as Alt form and engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you are not in direct sunlight and You have fed on blood in the last 12 hours.
You are permanently and visibly transformed: Seductive predator of the night. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.
Your body is adapted to Stealth. You receive +3 dice on non-attack rolls related to Stealth.
You can squeeze through any cracks and passageways a cat would be able to.
You may make a +2 Weapon Damage Bite and lick attack without additional equipment.
The Severity of any Injury caused by fire is increased by 2.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
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 Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
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."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.