Eins fiddles with her radio, the screen flashing red as static begins to overflow from it and forms into a physical substance that she manipulates with ease.
Exert your Mind and spend an Action. Select a Location within arm's reach.
Select one of the following alterations to create out of Static originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
Disaster looms. You hear the songs in every heart, and know their inevitable, bitter ends.
You hum a familiar, dreadful tune, known only to you and your target. Droplets of cold river water condense on your hands. They get the disconcerting feeling of a thread unspooling in their brain.
Exert your Mind and spend 2 Actions. Select a Sapient target or a Creature within arm's reach. You may select a target at any range if you use up a scrap of fabric stained with the blood of the target. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Perception + Occult at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
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.
When something tries to move or hold down S0L against their will, this protocol will activate. The area in a 10 ft radius around them starts crackling and after one round, every last bit of static electricity gathered will be unloaded into anyone and anything still in the area.
On S0L's side, the moment they get grappled they start instinctively noticing every bit of leftover electricity from hardware around them and start pulling it in for this defense.
This Effect activates whenever you are being grappled. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. The area within 10 feet of you immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Perception + Technology at Difficulty 6.
If the Outcome is positive, your blast hits everything within 10 feet of you with Damage equal to your Outcome + 2. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
The Four-Dimensional Scanner is able to reveal information not visible to the naked eye. You load a film roll into the bottom of the wand, stand in the center of the area you want to scan, then hold up the wand and release it. As the device is activated, the four arms open and begin to spin, and the scanner begins to float into the air. Holographic beams shoot out of the end of each arm and scan the entire area, piercing through structure and creature alike. Once the information has been gathered, the gyration will slowly cease as the wand floats back into the hand of the user. Upon contact, all of the revealed information is instantly downloaded directly to the user's brain. The spent roll of film will now show a large, inhuman eye that takes up the entire space open and then close.
Expend a point of Battery and spend a minute. Investigate an area with a radius of up to 500 feet You must use up Film Roll in order to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
A green beam comes out and multi-colored rings soon after follow and melts anything in its path and suddenly the room gets unexplainably hot.
Expend a point of Battery and spend an Action to activate. Select a Living target within 45 feet. This Effect cannot be used unless Must have at least 4 or 5 points in Intellect.. Roll Intellect + Firearms 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 1. The target's material Armor is completely ignored.
with the power of touch over the process of doing maintenance a mundane firearm will start glowing with golden runes coiled around it's barrel and emblazoned onto the handle enhancing it for an entire day
Exert your Mind and spend an hour to activate. Select a non-Alien firearm within arm's reach. Cannot be used to improve Armor.
For the next day, your target receives 2 extra dice to all actions taken with its intended use.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
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 you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
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.