Amber eyes turn Aureate, Warmth fills their surroundings, and the smell of Ash fills the air.
Exert your Mind (only for extinguishing a fire, no cost for starting one) and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start or extinguish a fire as large as a torch's flame at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 2 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
The Scribe's Favor, when dipped in a bottle of metallic silver ink, will draw in the full bottle, turning its feather silver colored. Mike can then scribe a rune onto a device that becomes an integral part of its fit and finish, clearly visible but looking as though it belongs, and remaining for 24 hours before fading. While so marked, items are immensely stronger, as well as simply being better at their intended uses. Cars drive smoother and never run out of gas, pots or utensils are easier to cook with and seem to make better food. Tools work smoother and make repairs easier. Even Mike's "Attitude-Adjusting Wrench" seems to hit harder, especially on beasties with some special weakness.
Exert your Mind and spend 1 Action. Select a Device within arm's reach. Can be used on Alien technology. Cannot be used to improve Armor.
Lasts the next day. 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.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
Dreamer falls asleep, and her dreams carry her far away, to dream of somewhere or something else, in the form of a soaring bird.
Exert your Mind and spend one minute. Select a target Location within 75 feet. You may select a target at any range if you use up something the target has slept with of the target.
You may perceive things as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
This Effect is not obvious, and the only sign you are using an Effect is you fall asleep. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You create a visible manifestation at the Location where your senses are projected which looks like a black bird that could either be a raven or a crow.
The things he saw he needed to endure simply to much when in Anger those emotions can splash out effectting people in his domain
Exert your Mind and spend an Action. Select a Living target within 25 feet. Roll Brawn + Alertness at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
In Salem’s streets, Benjamin holds his worn Bible, its pages glowing with golden light as he recites prayers. Healing energy radiates outward, mending the sick and wounded, offering solace and hope to the troubled townspeople.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must actively and obviously use a Bible to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Influence 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.
The ability to travel faster than light has always been theorized. Infinite speed requires infinite energy, however, but Dominic has cracked the code! The world does not know the true source of power beneath it all, with just a simple spark from a lithium-ion battery he has engineered the ultimate method of transportation allowing you to arrive before you ever actually decided you would be there. Now activatable with a simple keyword, tachyon allows one to escape from any situation.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
EzFake is an app that appears on any cell phone the influencer holds as long as they are holding it. The influencer need only make a selection and focus their will to project a lifelike forgery into the world in front of them. It may be an object, a creature, or even a specific person, and they can speak and make sounds as well.
The Influencer gets ready to film, and focuses fully on getting a good shot. After all, no video doctoring software can compete with a real life forgery which can be filmed from any number of directions by anyone's camera and appear legitimate.
Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their smell, hearing, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
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."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The mad scientist produces thorium cores that can be used to upgrade tools and other devices. The core supercharges the item, increasing its quality and rendering it indestructible for a period. However, once the core runs dry, the object is rendered less useful than it was before. The core crackles with blue electricity while active.
Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device 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.
After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.
The user places this slip of paper from the mystic against their head, speaks the inscribed phrase, and envisions a time they wished they were alone. the paper bursts into a shockwave that pushes a nearby being away. The repulsion field can be maintained for several seconds by meditating on the nature of solitude.
Spend an Action and use up this paper with mysterious calligraphy. Select a Animate target up to 100 feet away.
Targets are pushed back until they are 100 feet away.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
You may maintain Concentration after the initial activation of this Effect to continue the push on the target. Lasts up to one minute.