The room is prepared - the bowl set in front, the item to the side. The process must be done outside the presence of light, lest what is happening see the caster.
Minerva opens a wound one one of her arms with one of her claws. Blood, both crimson and silver, but invisible in the darkness, leaks into a bowl. Once it is full, an offering of energy, a portal to the Dreamlands is opened, just for a moment. And a drop of the Chaos Sea is brought into our world. It enters the bowl - not too high, lest it splash. The blood boils, and one must ignore what they hear coming from the blood. It is then poured over the object to be animated, absorbed by it. Chained and shackled within form, making the object just a little bit one of both. Willpower is then applied, and, should one be successful, one may than coax a loyal entity of the Dreamlands into it, to play out its story.
Take a Severity-1 Injury and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). This Effect cannot be used unless the caster is inside of a perfectly dark space. You must actively and obviously use silver fox pendant to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see boiling blood, within which one can feel extremely strong emotions when looking at. Hate, and fear, the oldest emotions, are predominant.
Naturally gods and goddesses are expected to be omniscient. As a digital-goddess-to-be Eun Ha should be as well, she's just...alpha testing it. One of the Divinity OS' more sophisticated features is sapient and creature analysis. For Eun Ha's personal comfort this has been translated into gaming terms and appears in a UI state reflecting this.
In order to meet all requirements for the system to begin analysis there must be some kind of in person interaction with the target to make them a viable subject. This must be personal or through someone with whom she's made a 'temporary minor-contract' to use as a peripheral. For the sake of ease, she refers to these entities as 'Party Members' and this has caused the system to limit how many can be affected in this way to three.
Afterwards by either scanning a photo, registering their appearance via video or digital observation, or simply through a reflection she may begin the analysis process.
She has since figured out a way to even further translate this by creating a script that publishes the information to a special web app she's programmed called the Farside Bestiary Lookup Tool. The app is available for mobile and PC, but works best on Android and Windows.
Spend a minute. Select a Sapient target or a Creature within 20 feet. You may select a target at any range if you use up a one-time Divinity OS manifested QR code from a photo, can see them digitally or through a reflection of the target. This Effect cannot be used unless you or someone 'in your party' (maximum 3) has personally interacted with the target and there is a device near the target operating or, connected to, in some way with the Divinity OS. You must actively and obviously use an electronic device capable of some form of internet or networking to activate this Effect. At the end of your investigation, roll Intellect + Technology at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is manifested above the target as an intangible display name with a debuff marker(s). If mortal there's a tag displaying such under the name. This is automatically published in the Farside Bestiary Lookup Tool as an example for the given target if applicable and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same target more than once per day.
Cassie can make the mark flare when they would be damaged by anything non-living. Debris shattered, swords broken, all on instinct.
Exert your Mind and spend an Action or Reaction. Select a Non-Sapient Object or piece of an Object or structure within arm's reach no larger than a duffel bag (35 liters). Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Dexterity + Athletics 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.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
You have been surgically implanted with an extra organ, roughly the size of a baseball, which releases and directs Deltagen into your bloodstream. This grants you a degree of controlled, semi-instantaneous mutation.
Exert your Mind and spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
You may end this Effect prematurely as a Free Action.
Your alteration "heals" over the course of the next month, after which it is fully cured.
When encountered by the might of this sword, any being capable of feeling emotion will feel riled up by a sense of comradery towards a common goal: liberation.
Spend an Action. Select a number of Living targets equal to your Charisma within 45 feet. Roll Charisma + Culture at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by comradery. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
This Gift's Cost is capped at 2 and cannot be increased further.
In times where Laurence is being attacked by what he doesn't believe, Laurence's subconscious starts to attempt to defend him without clueing him in to what he is doing as not to cause strain on reality. this causes a sharp pain in Laurence's head in the moment (and then a sharper pain in the other's head if it works).
This Effect activates whenever attacked by something supernatural or completely alien to laurence. It does not require an Action or Exertion. Select a Sapient or Creature target within 20 feet. Your target should be intuitively based on the triggering event. 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. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
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 Perception + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.