"The carcasses of birds and bugs piled up near the apple. The apple pondered about its existence in the midst of the corpses rotting around it. One day, a branch grew from it. The leaves and branches were already withered and dry, but it continued to grow."
ALL MOVEMENT WITHIN THE VINES ARE INHIBITED TO 15 FT PER TURN, THIS EFFECT CAN BE NULLIFIED WITH SPEED BUFFING EGO.
Exert your Mind and spend an Action. This Effect cannot be used unless both Green Stem EGO are equipped.
You create a hemispherical dome of Green Vines originating at your Location, with a radius of 60 feet. and lasting for 2 hours. While active, you are always fully affected by your zone as if you were standing in it. The area inside your zone is affected in the following ways:
You may end this Effect prematurely as a Free Action.
Fortuna tries to open a door she's unsure whether it's locked. Luckily it opens without much resistance. Last person to use it must've forgotten to close it.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach , which is not electronic and can be no more complex than a standard key lock.
You may lock, unlock, and/or open your target.
This Effect is not obvious, and the only sign you are using an Effect is Eyes flashing for a moment. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
A sort of scoreboard appears above Philly showing his targets. As he performs, the scoreboard adjusts the buffs, debuffs, and life of the targets as Philly begins to manipulate their very essence with his music.
Philly's singing/rapping permeates the bodies and minds of everyone around him in a sort of ocean of music. If he focuses enough, Philly can even manipulate this ocean to his benefit.
Exert your Mind and spend an Action. Select a Sapient target within 80 feet. This Effect cannot be used unless Full Combo is active. You must actively and obviously use Microphone/Headset to activate this Effect. If a target does not consent to the transfer, you must roll Charisma Performance 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.
After the long and grueling road to get here, Viper finally has control over their physical mutations. Horns, claws, webs, gills, all new possibilities to allow for for utility and accessibility. With a short minute of discomfort as their body changes, they can adapt to almost any situation
Exert your Mind and spend an hour to activate. 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:
Your alteration "heals" over the course of the next month, after which it is fully cured.
Eins, manipulating the world's signal, places her hand on the target. Any screen on the container flickers to a bright red, and loud static is heard for a brief time as the target suddenly unlocks.
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 Trauma at all times: Anti-Social.
Clair's brain, thanks to self-innovation, functions as a neurotransmitter! allowing her to reprogram the electric synapses in someone's brain, as if they were a machine.
Exert your Mind and spend at least one Action. Select a number of targets equal to your Charisma within 100 feet. Your target may be actively engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
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.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Possession of this Power grants the following Battle Scar: Static Eyes.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics 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.
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.