A modified MK 22 pistol. The navy's mainstay sidearm comes equipped with a contoured grip, iron sights, and a rugged design intended to survive all manner of environmental conditions. The special suppressor on the end makes this modified pistol whisper quiet at the cost of stopping power, and penetration. The modified hush puppy delivers a designer cocktail of tranquilizers to induce rapid unconsciousness.
Spend an Action. Select a Living target within 30 feet. Roll Dexterity + Firearms at Difficulty 6. Affected targets may resist by rolling Body at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Mercenary's Code: Roll self control to ever leave a ally behind.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Exert your Mind and spend an Action to activate. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start a new fire as large as a firepit's fire at your target. You may create fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage per Round, 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 depleted by any Damage dealt, destroying the Armor once it reaches 0.
Verso’s cracked rounded glasses are made of smoked quartz lenses set in brass frames etched with infinitesimal gear teeth.
When activated The fractures in the lenses glow neon-cobalt, projecting holographic stress diagrams, heat signatures, and pressure points onto surfaces like augmented reality overlays.
Exert your Mind (unless you win a coin flip) and spend a minute. Investigate an area with a radius of up to 1 mile At the end of your investigation, roll Intellect + Crafts at Difficulty 6.
You learn the following information about the area:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The air rippling faintly, as if reality itself were a pond disturbed by invisible gears. Semi-transparent clockwork sigils materialize before transforming into a screaming human bodies before dissolving into static..
You cannot investigate the same area more than once per day.
Minerva closes her eyes, and opens her mind for a minute, tracking someone down in the Dreamscape.
Spend a minute. Select a Sapient target within arm's reach. You must actively and obviously use silver fox pendant to activate this Effect. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: Weak Stomach.
Possession of this Power grants the following Trauma at all times: Nyctophobia.
You cannot investigate the same target more than once per day.
You pick a target and glare into its figurative or literal soul. You may even sniff or touch or lick it depending on how confident you are that it won't kill you right away. Observers to this act may feel a mild to intense discomfort depending on what item it is (pray that it's not someone's clothing, cough cough) but you can insist that this is all for the sake of science.
On testing:
Delphyrion has always wanted to know everything. However, no matter how strong one's background is in chemistry, you'd usually need equipment and time to study an object's composition. Not to mention the amount of harm it could do to the item.
On alien origins:
Whatever it is that they encounter on their contracts, Delphyrion would very much like to know when something is out of this world so they don't have to waste time trying to apply human logic to it. Sometimes a cigar is just a cigar, but sometimes a cigar is very much not a cigar.
On chemistry:
This gift could be groundbreaking, but only if you know what you're looking at. Initially Delphyrion wanted to use it for finding the chemical makeup of an item, though they realize they should already know as long as it's recognizable. Chemistry is all about using what you have, and what's the use of a weapon that you know nothing about?
On questionable acts:
Look, living creatures are born with five senses for a reason. Delphyrion will use all five senses if it means new knowledge can be found. Sure, they've gotten sick from licking stuff for no reason, and they've licked a frozen pole (you can imagine how that went down), but at least now there is a reason to do so. This will do wonders for their immune system.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Intellect + Science at Difficulty 6.
You learn all the following information about your target:
Possession of this Power grants the following Trauma at all times: Arachnophobia.
You cannot investigate the same target more than once per day.
Doors identify you as a main character of the story and provide plot convenience when near. You verbally weave a portend to entice the need for the door to lock or unlock and open.
While not quite animating an object, unlocking a door requires a will of the doors own. Crafting that will and projecting it onto the door means a micro usage of Causal Diction must be used (refer to "Living Story"). This concise impartation of will and beliefs that infer a crucial event will occur and/or unless the door locks or unlocks in favor of the Storyteller. The same technique also conveniently extends to anything that functions like a door.
Spend an Action. Select a door, container, knot, or lock within 20 feet. This can be used on Alien targets.
You may lock, unlock, and/or open your target.
Possession of this Power grants the following Trauma at all times: Betrayal (limit).
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials 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 one minute 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.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target 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.