This allows Izzy to commune with the creatures found in the wilds.
Exert your Mind and spend an Action.
You may understand and communicate to Creatures and humans as if you are fluent in a relevant language for the next hour.
Benoit begins to mime as if there is an invisible box that he is trapped in, this box becoming reality and deflecting attacks that are dealt towards him.
Exert your Mind and spend an Action. Roll Dexterity + Performance at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Harold Polk’s mastery of language turns everyday phrases into tools of subtle influence, each carefully crafted to direct attention and control focus, whether in the courtroom or in casual conversation. His words are designed to blend seamlessly into any setting, creating a form of linguistic programming that shapes perception without raising suspicion. In the courtroom, phrases like “Objection,” “Eyes Only,” “Under Review,” “Leading the Witness,” and “Relevance” grant him control over proceedings, guiding attention where he needs it. In more covert settings, phrases such as “Just Between Us,” “By the Way,” “In the Meantime,” “That Reminds Me,” and “One More Thing” allow him to divert focus, prompt hesitation, or subtly steer actions, all within the flow of casual conversation. Each phrase becomes a tool of influence, enabling Harold to shape interactions with language alone, whether he’s in court or blending into the background.
Spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Culture at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for as long as you maintain Concentration. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
You may activate this Effect as a Reaction to contest any Action a valid target is taking. The target does not roll to resist, and beating their Outcome does not fascinate them. This interrupts Concentration.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Tap my crows eye amulet six times and whistle a short tune.
Has a glittery shimmer
Exert your Mind and spend at least two Actions performing the following ritual: Tap my crows eye amulet six times and whistle a short tune. to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Alfonso at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make melee range attacks with 4 dice to attack. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 3 dice.
Your minions can fly at their normal movement speed.
The user will begin to very obviously search around the area as a soft red glow lights up behind their eyes.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Perception + Technology at Difficulty 6.
You learn the following information about the area:
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.
You cannot investigate the same area more than once per day.
Dominic's tinfoil-lined hat has saved him from a number of mental assaults already, or so he believes, and as time has gone on, the comfort and mental security provided by that idea has become real thanks to the delusions of the conspiracy theorist, and now many will find his mind quite difficult to penetrate.
You gain the following benefits at all times. You must actively and obviously be using Tinfoil lined headwear to gain the benefits of this Effect.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
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 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.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
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.