The user taunts the targets with dirty-mouthed trash talk, making them turn their attention to the user.
Spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. This Effect cannot be used unless in intense combat. Roll Charisma + Melee at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect will continue even if violence occurs nearby or if your target is Injured. It does end if the target takes Damage from a source other than you.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
Fascinated targets are at a -2 dice penalty to any rolls they make to resist any other Effects that you attempt to use on them.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see They already think im an asshole.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: Blabbermouth.
When Jacob decides to use this power, he must be within arm’s reach of his target. If the target is unwilling, Jacob’s natural charisma comes into play as he attempts to sway them—using a blend of persuasive charm and subtle manipulation to lower their defenses. A successful use of his power results in an almost invisible exchange, like a whisper of energy transferring between him and his target.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. If a target does not consent to the transfer, you must roll Charisma + Influence at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
It has been the work of the Garuhl to heal the world since the world produced life. Using the natural medicine of the earth, Carter can channel Gaia's blessing to heal.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must use up hand full of herbs in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + Alertness at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
Slyvie throws a small orb of webbing at her target. With a flick of her wrists, thousands upon thousands of sharp spider webs explode from the webbing to her target and the surrounding area of her target, puncturing them with thin, wire-like webbing that is super sharp, and because of that, super brittle and somewhat easy to break out of it, getting cut.
Spend an Action. Select a Location within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Silk explodes everywhere from you and where you had wanted to drop it, doing absolutely nothing. Roll Intellect + Crafts at Difficulty 6. All targets within 20 feet of the chosen Location may contest by Defending or Dodging.
If you succeed, all affected targets will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Brawn, they are encased and cannot take any physical Actions other than attempting to escape until they break free.
Restricted targets may escape their binding by spending an Action and taking a Severity-1 Injury. Their movement is reduced by 10 feet until the Injury heals.
If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
"Yep! This stuff works! How do you think I keep my complexation? I learned this one from an ol'friend I met way back when. But for some reason, you need to dress and act as a cowpoke. Not entirely sure why it does that. Chief says it's something to do with the essence of the maker supporting the one who drinks it."
- Blake Sacks
The front of the bottle has a label that calls this stuff "Snake Oil." Turning the bottle you find a list of ingredients.
* Alcohol
* Snake Oil
* Cactus Juice
* Newt
* Moonbeam
* Cowboy Vampire Blood
Spend a minute and use up this Amber liquid in a glass flask (unless you succeed on 1d10, Difficulty 7). Select a Living or Animate target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. Your patient is required to dress & act like a cowboy/girl for the next month. If they violate this rule, your treatment is immediately reversed.
Healing a Battle Scar in this way leaves behind Pale Skin, slightly pointy teeth on the target which cannot be healed.
David seems to focus, and around him in the air you can hear audible whispers in the voices of those that have died in this area, directing him towards their corpses.
David has meddled many a time in the realm and affairs of the Dead by now. He has even wrestled with them, tearing into one of their realms. The Dead have begun to call to him. To seek for him to find them. And so, in his ears, they sometimes whisper….
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
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 detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, 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.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
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 hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology 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 a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.