Angelo warps the target’s flesh in some way to reflect the sin they have committed.
Spend an Action. Select a Living target within arm's reach. You must actively and obviously use rosary to activate this Effect. Roll Charisma + Occult 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:
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Strict - Roll Self-Control any time you see a person do anything you perceive as being sinful. Loss of control will lead to using this power on them to the extent of the severity of the infraction viewed..
Emily touches her target with her gloves - or, in a pinch, something they just touched. She brings the gloves up to her muzzle and takes a deep breath, closing her eyes as she sorts though what she can smell.
So much is put into one's sweat - even their needs.
Spend 2 Actions. Select a Sapient target within arm's reach. At the end of your investigation, roll Perception + Investigation 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.
Minerva focuses on a target and wiggles her nose some, looking at them in both the physical lands and the Dreamlands for a moment. In the Dreamlands, such focus can be dangerous. She leaves a small concept in them - one she holds herself. And thus, in the Dreamlands, the distance is always negligible.
And by finding the concept she has put in them, she can find the concepts around that, of course. And with that, she can find that which she embedded the concept in, no matter where it is.
Spend an Action. Select a target within 300 feet.
Your target is marked with a small shard of softly glowing pink crystal, burried deep in the target, near its core. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for an hour, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You may activate another Effect through your Mark as though you were standing at its location. This destroys the Mark.
You may use any Awareness Powers on a marked target at any range.
You receive +2 dice to any rolls made against a marked target.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Possession of this Power grants the following Battle Scar: Impossible to Ignore - A called shot to your snoot *feels* more real than anything else - and thus it is. Take +2 damage from called shots to the head.
Possession of this Power grants the following Trauma at all times: More Thought than Form: Failing a limit roll causes a momentary crisis, and Minerva's form flickers. She takes a severity one from this.
The user touches a target and cuts apart the reality they're standing at.
Spend an Action. Select a Living target within arm's reach. Roll Intellect + Alertness Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. Armor is fully effective against this Damage.
If the target receives an Injury, they are knocked back 5 * Severity feet.
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.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
This Gift's Cost is capped at 2 and cannot be increased further.
If Thaddeus gets his bass licks just right, and channels the lightning welling up inside him, nearby things will start coming alive, moving and acting according to his whims so long as he keeps the groove going.
Exert your Mind and spend an Action to activate. Select a Inanimate target within arm's reach which could fit inside a rolling luggage bag (50 liters). You must actively and obviously use a bass guitar to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
Henry takes a seat in front of the workbench, letting out a breath. The materials assembled, there was only the last step. Transferring control over to Lith, he tried to relax.
Activating the AAIA protocols requires embedded complicated arrays of nanotechnology into the item in question, and the only good source is currently the forges inside of Henry's bones. It's an unpleasant process, having your bones mined. But one must grit their teeth and tolerate it. Occasionally, various tools from the workbench are used, using copper and silicon in the place of missing pieces.
At the end, assuming the process worked as intended, the item lifts off, emitting an ultrasonic burst identifying its serial number and the fact it's currently slaved to Lith.
Stellar Navy regulations strictly prohibit the allowance of artificial intelligence operating independently of its master. However, as with all regulations, they can be bent, or broken, in emergency situations. AAIA Protocols are a set of protocols that allow such independent operation.
Typically Henry could activate them verbally, but a malfunction in one of the coproceessors in his suit leaves it unwilling to activate the protocols automatically. A manual process is... unpleasant.
Take a Severity-1 Injury and an Action. Select a Inanimate target within arm's reach which could fit inside a rolling luggage bag (50 liters). This Effect cannot be used unless the user is in front of an electronics workbench. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you you suffer the 'lost hand (left) battle scar, and the item you are attempting to animate is damaged. You must use up a set of carbon rods, along with a small pile of copper and silicon in order to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. This Artifact can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the user's left hand is disassembled with a set of lasers, exposing the bone. They then begin to remove some marrow from inside, fusing it into the item being animated. This is an exceedingly painful process.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
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, locks, or locked targets 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.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Roll Perception + Culture Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
EzFake is an app that appears on any cell phone the influencer holds as long as they are holding it. The influencer need only make a selection and focus their will to project a lifelike forgery into the world in front of them. It may be an object, a creature, or even a specific person, and they can speak and make sounds as well.
The Influencer gets ready to film, and focuses fully on getting a good shot. After all, no video doctoring software can compete with a real life forgery which can be filmed from any number of directions by anyone's camera and appear legitimate.
Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their hearing, smell, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.