When Seraphina Gearheart activates her power, her body glows softly as panels retract to reveal a hidden array of tools. Wrenches, screwdrivers, and multi-functional arms emerge and float around her in a graceful, controlled ballet. These tools hover and arrange themselves, ready for use at her command. The scene is highlighted by a rhythmic hum of machinery and a faint, ethereal light, showcasing the seamless blend of her celestial grace and mechanical prowess.
Exert your Mind and spend 10 minutes. Select a Non-Living or Animate target within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Intellect + Crafts at Difficulty 6 (or 8 for Sapient targets).
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
If you are successful in repairing a Sapient Object, a single Injury on the target is reduced in Severity by your Outcome.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
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Exert your Mind and spend 2 Actions. Select a Sapient target within arm's reach. At the end of your investigation, roll Perception + Investigation 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.
You cannot investigate the same target more than once per day.
"Lie down and relax, it'll just take a bit." Are the instructions as the artist presses their pen on the canvas's body and gets to work. The images their mind conjures up moves from them through the pen and into the skin as colors expand and radiate into the desired shape.
Exert your Mind, spend 30 minutes, and use up this Tattoo Pen. Select a Living target within arm's reach. 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:
Faira can lessen the wear and tear of the roads on anything she touches.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a non-Alien things that travel the roads. From shoes, to 18 wheelers. within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
Jeremy Soap blows into a bubble wand, infusing the bubbles with his will. This causes the imbued bubble to launch at high speeds towards a target and slam into it, similar to a cannonball.
Exert your Mind and spend an Action to activate. Select a target within 300 feet. You must actively and obviously use Bubble Wand to activate this Effect. Roll Charisma + Influence 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 3. Armor is fully effective against this damage.
Once activated, Akira remains completely silent, using the tools and focusing on the items that need repairing with maximum precision and speed. Only talking to announce that said object is fixed, or announce that it’s out of his hands, and greater tools are required.
Spend 10 minutes. Select a Object within arm's reach that is of any size. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Perception + Alertness at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
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.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. 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 Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. 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 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. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.