Leperchauns are renowned for their ability to be anywhere. One way they accomplish this is that locks are merely suggestions to them as when they knock sometimes the lock will invite them in.
spend at least two Actions performing the following ritual: Knocks to activate. Select a door, lock, or locked target within arm's reach. This can be used on Alien technology. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may lock, unlock, and/or open your target.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Henry looks somewhat normal when he's influencing someone... But it almost seems like his jawline is slightly more chiseled.
Exert your Mind and spend at least one Action. Select a Human target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action, a conditional request, and an abstract goal. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
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 Trauma at all times: Nightmares.
The Zed-Man starts freestyling, or hands out his mixtape and EP, perhaps even chill in his studio while they make a collab. In any case, on the field, his voice akin to the sirens of tales, he gifts those who suffered with the song of his own: Freedom!
Exert your Mind to activate. Select a Living target at any distance, provided you are able to communicate. 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 replace one of the patient’s revealed Traumas with a new Trauma: Compulsion to turn every conversation politically against the government.
Your patient is required to speak out against the goverment socially atleast once per day for the next month. If they violate this rule, your treatment is immediately reversed.
You may heal a Trauma on any number of targets with a single activation of this Effect, but any Traumas which you treat are revealed to the entire group.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target 50 feet. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
Jules has learned how to tap into the energy around him. He pulls out a map of the area. Lights some candles and his eye turn black has maps out the area around him. He begins his prayers to the goddess and drink Egyptian beer (cold temperature if your please) he take a drag of some fine cigarettes as he quickly maps the area looking for items of power and the supernatural.
Take a Severity-1 Injury and spend a minute to activate. Investigate an area with a radius of up to 1 mile This Effect cannot be used unless Night/shadows. You must actively and obviously use Amulet to activate this Effect. At the end of your investigation, roll Dexterity + Thievery 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.
These batteries are the size and shape of a Mobile cellphone charger, made of a dense silver metal alloy, full of some glowing green liquid. When activated the cracks and breaks melt gently glowing back into place. These devices disperse no radiation and are extremely stable that the energy stabilizes when the container is broken, so it is completely safe environmentally.
Exert your Mind and spend 10 minutes. Select a Object within arm's reach that is of any size. You may target Alien technology, so long as you have an understanding of its intended function. More than half the target object must be present in order to begin repairs. Roll Intellect + Science at Difficulty 6.
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. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: a compulsion to protect the environment. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
As he seemingly speaking open, it is quite obvious that he is referring to one person; the one he is looking at. As he speaks the command, a warmth washes over them as they feel the urge to work with him.
Exert your Mind and spend at least one Action. Select a Human target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
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.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll when you activate this Effect. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. All Sapient, Living targets within 50 feet who can perceive you through sight are affected. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 6.
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 they cannot perceive you through sight for three Rounds, the Effect is broken. 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.
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.