As the Sacred Guardian of the Temple, those favored by the Goddess Nephthys can wield her power to open any barred path. To do so one must be wearing the Seal of Nephthys & work in the darkness. The shadows are protection. Either way, the path will lay open to the faithful.
Exert your Mind (unless Shadows/darkness) and spend an Action to activate. Select a door, lock, or locked target within 20 feet. Cannot be used on Alien technology. You must actively and obviously use Amulet of Nephys to activate this Effect.
You may lock, unlock, and/or open your target.
Calling on the Black Stone's connection to the deeps, the wielder may create tunnels in Earth or Stone - the depths of the Stone pulse & vibrate in an unnerving fashion before releasing a throbbing darkness that sinks into the ground, creating the tunnel.
Exert your Mind and spend an Action. Select a Location within arm's reach. You must be in an area abundant with natural earth and/or raw minerals.
Select one of the following alterations to create out of Earth/Stone 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 indefinitely 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.
You may end this Effect prematurely as a Free Action.
Hago una seña con la mano y un rafaga que corta sale y hiere a mi enemigo
Exert your Mind and spend an Action. Select a Living target within 50 feet. Roll Brawn + Athletics Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
After all of his secret internet escapades through AO3 and Tumblr and weird forums and websites, Joseph now has a seemingly never-ending arsenal of knowledge of insane and traumatizing stories of any media type (ex: novels, fanfiction, doujinshi). When he describes these stories in detail, and he readily can because he remembers them all very clearly, it's exceedingly disturbing to others to the point it's traumatizing. Not only are the verbal descriptions disturbing enough, but when he speaks, a hologram screen appears in front of him. As he describes the stories, the projection will play the story like it's a show. Whoever witnesses it doesn't need to imagine what's going on -- They can see it for themselves!... All in full detail.
Exert your Mind and spend an Action. Select a Human target within 20 feet. Roll Intellect + Culture at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by the GM. This Trauma may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
Blood vessels overlay Bruno's eyes, highlighting the presence of other nearby creatures even through walls.
Exert your Mind and spend one minute. This Effect cannot be used unless detecting creatures with blood.
You may perceive things through sight within 75 feet of you with perfect clarity as though there were no walls or obstacles blocking your view. The effect lasts indefinitely but you must maintain Concentration to keep it up.
This Effect is not obvious, and the only sign you are using an Effect is blood shot eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.
A Jack of Clubs is thrown, as it makes its way towards the target its form shifts into that of a blackjack, a bludgeoning weapon intended for dazing people, just prior to impact. A few moments after impact the blackjack will crumple apart and dissapear.
A member of the Court of Clubs, loyal to their king, this knave has been tasked with weeding out the spies and assassins believed to be amongst their fellow courtiers. To complete this task they've been given a blackjack to daze and remove those who dare to stand against his majesty the King of Clubs.
Spend an Action and use up this Jack of Clubs. Make a Playing Card attack at a Animate target within normal attack range. Roll 7 dice Difficulty 6, penalty does not apply. The target may roll to dodge or defend, as normal for Playing Card attacks. The attack does not deal Damage, but the Effect does.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll your for your attack as normal. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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”).
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance 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 4. Armor is fully effective against this damage.