The user brandishes a purple scale covered pouch containing a dark, powdery substance akin to midnight sand. As they unseal the bag and exposes its contents to the air, the once-ebony powder undergoes an eerie transformation, morphing into a blinding, incandescent white. With a Wind up they slap the blizzard-like unholy substance into there system. The Target is raked with intense demonic visions of pleasures that leave the users traumatized.
Spend an Action and use up this Cocaine zip bag (unless you succeed on 1d10, Difficulty 7). Make a Brawl Attack at a Living target within normal Attack range. Your target takes a Severity 1 Injury. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target may roll to dodge or Defend, as normal for Brawl Attacks. The Attack itself does not deal any Damage beyond the Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects. Your patient is required to Daily partake in a dose of cocaine and study. for the next month. If they violate this rule, your treatment is immediately reversed.
You may treat Alien maladies and curses. If there is some method to cure them, you learn what it is. If the malady does not provide its own means of curing it, it is cured.
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.
Zephyren gathers mystical energy into his hands and cups them so that the wings on the objects he's holding align. Blowing on them causes the spirit of a firebird to materialize and fly at the target.
On the firebird:
It's said that the firebird brings bad luck to its captor, though Zephyren's luck is horrible enough that he wouldn't notice a little more of it. Besides, he's chucking it at someone else, so if anything the bad luck with transfer to them first. It's not an actual firebird that appears, just the energy of it, gathered from the air.
On energy:
In his childhood, people would always talk about 'qi' and how it flows together to create a unified being. Apparently, deities also have 'qi', as if it is one of the foundations of the universe. He's had some practice trying to manipulate it through tai chi, though he was never really good at it. Zephyren's enhanced senses, combined with this gift's affinity with the firebird, have allowed him to pinpoint and gather the scattered energy of perished firebirds. Bringing them together, he can nearly mimic their rebirth for just long enough to enact their wrath on those who threaten him.
On voices:
Zephyren hates to admit it, but he doesn't bode well with people raising his voice at him. The noise grates at his ears, and he starts to get flighty. It's because being yelled at usually entails worse consequences in an Asian household. Words are never enough and Zephyren can only start to expect the worst. Now it's even worse because he's found that the emotion behind someone raising their voice spikes the surrounding qi.
Spend an Action. Select a target within 50 feet. You must actively and obviously use any two objects with a wing drawn on each one to activate this Effect. Roll Perception + Occult 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.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Trauma at all times: Qi spike: When someone raises their voice at you, roll Self-Control to avoid entering fight-or-flight mode.
She sings one of the songs she uses during her 'goodnight asmr streams' while batting her little eyes at the target. They began to feel calmed down, peaceful, and then, sleepy.
These songs are hard and tiring to sing, so ofc she pre-records them for the streams.
Exert your Mind and spend an Action. Select a Living target within 30 feet. Roll Charisma + Performance at Difficulty 6. Affected targets may resist by rolling Mind 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.
You may determine the dreams of any sleeping being within within 30 feet. By maintaining Concentration, you may enter their dreams and converse with them directly.
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.
Akira can place his hand on the ground, proceeds to breathe in and out once, and “feel” the earth by pressing his hand into the grass. Feeling into the roots and closing his eyes, he could feel the energy and aura of every living being within a 100 feet radius. Even if said beings left in that area a long time ago. Anyone that’s near Akira can can feel a warm, calming glow of energy around him.
Exert your Mind and spend 2 Actions. Investigate an area with a radius of up to 1 mile At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn the following information about the area:
This Effect is not obvious, and the only sign you are using an Effect is his body temperature is degrees warmer than usual.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You cannot investigate the same area more than once per day.
One of the symbols fills with a faint werelight and a spectral image of it washes over the mouth of a living target as the hourglass etching within the crystal seems to animate, counting down an hour.
When used on a person, they find their memory has filled with strange recollections of learning a language they didn't previously know, in a place they have never been. No details of this other life are gleaned, and when the hour is over, the magic fades and the memories and language are lost.
When used on an animal, they are able to speak as a human would, with a young woman's voice(regardless of the animal's age or gender)
Finally, when used on a memento possessed by a dead creature at the moment of it's death, a spectral form of the creature is called forth from the object, and is able to speak with the bearer while the magic holds, before dissipating
After the death of River Lodestar, Alan has used his study of timelines to link back to hers through one of her crystals, and in so doing has infused it with the power to recall those once lost from the instant before their death to commune with the living world.
River, conversely, had used these crystals to enter the minds of creatures, and "borrow" their forms for a time.
While Alan's magic is distinct from River's, he was able to borrow a bit of her ability to connect with other minds. Using this crystal, one can reach back into their past and gather the memories of a language the bearer knows, how they learned it and have spoken it for years, and can place just that part of themselves temporarily into the mind of another. they become able to understand and even speak in this tongue until the magic fades.
Exert your Mind and spend an Action. Select a Sapient being, human, Creature, or Dead target within 50 feet. For dead targets, you must possess their an object the target physically posessed at the time of their death. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you are struck mute.
The target can communicate in your language for the next hour.
You may only use this Effect once per target per day.
Womp womp business calls woot.
Spend an Action.
You may send a single message to all targets which are within a specified range. It can be as complex or as large as you like.
You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
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.
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 mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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.