Norton can allow himself or others to subsist on the invigorating hopes & dreams suffusing the world.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use Imperial Regalia to activate this Effect.
For the next 24 hours, your target does not require any food, water, sleep, or air. 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.
Belle holds up a flag and begins the pledge of allegiance, anyone who is watching feels compelled to express their patriotism as well.
Exert your Mind and 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. You must actively and obviously use American Flag to activate this Effect. Roll Charisma + Alertness 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 Contested Outcome in Rounds. 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 will continue even if violence occurs nearby or if your target is Injured. It does end if the target takes Damage from a source other than you.
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.
The focus card transmogrifies into a needle made of pure shadow, which is carefully inserted into the target. Shadowstuff then molds and reconstructs the target's flesh, restoring nominal functionality to even the most mutilated of limbs.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must actively and obviously use a tarot card (XVII - The Star) to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
People may try to break off a conversation with Terry, but he has a way of coming up with small talk that would be awfully rude to interrupt.
Spend an Action. A number of Animate 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. This Effect cannot be used unless The target is in a conversation with or trying to break off a conversation with you. 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 contested 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.
This Gift's Cost is capped at 2 and cannot be increased further.
At the heart of Jessica's research lies the revelation that crystalline light isn't merely an advanced concept in particle physics, but a manifestation of alien intelligence with its own will to form. Harnessing this phenomenon as a bridge, Jessica can merge alien genetic material with human physiology, yielding disturbing yet powerful biological enhancements. As she channels this ability, crystals of light proliferate across the room and patient, emanating an opalescent glow that shifts and writhes with impossible colors.
The process begins as luminescent crystal tendrils pierce the subject's skin, branching out like glowing veins beneath the surface. Affected areas undergo rapid, unsettling metamorphoses – limbs elongate unnaturally, extra eyes sprout in unexpected places, or skin becomes translucent, revealing pulsating, alien organs. Throughout the operation, the patient experiences intense fever and vivid hallucinations, a harrowing ordeal that subsides after several hours.
These alterations bestow superhuman abilities, with the enhanced flesh eventually conforming to the patient's original shape. However, occasional quivers and the development of colored geometric patterns betray the struggle of alien matter to maintain its new form within the human host. While temporary, the process leaves behind residual changes: faint, glowing skin patterns and fleeting flashes of inhuman perception serve as constant reminders of the tenuous veil between humanity and the cosmic unknown.
Exert your Mind and spend 30 minutes. Select a Living or Animate target within arm's reach. 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 can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
By transplanting a body part from an Alien being, you can grant an intrinsic Effect from that part to the subject. Its power level should be limited to one Gift Point or less.
The augmentations you provide are not outwardly visible nor obvious.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your flesh ripple and split open, revealing a pulsating lattice of crystalline light intertwined with writhing, alien tissue.
Somm gathers the descendant daughter into the room, seating her across from him at the table. Somm then plays off a riff from a traditional taoist instrument, and as the sound streams through the air the wispy spirit of the girl's ancestor is summoned into the room: called from the grave.
Somm utilizes a Taoist technique in which one's ancestor can be contacted through the usage of their descendant as a conduit / tie to the modern world of the living: however this requires that one is able to play a summoning / heralding "Call" for them, which is satisfied by the focus of this power. The actual technique which this is, is referred to as Mun Mai.
Exert your Mind and spend an Action to activate. Select a Sapient being, human, or Dead target within arm's reach. In order to target the Dead, you must have the presence of one of their loved ones. This Effect cannot be used unless the target is dead, or similarly a phantasmal entity or occult being that can be described as dead or "spiritual". You must actively and obviously use Chinese Instruments to activate this Effect.
The target can communicate in your language for the next hour.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
You may only use this Effect once per target per day.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. 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. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons 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:
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.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. 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.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.