Jeremy Soap blows into a bubble wand, infusing the bubbles with his will. This causes the imbued bubble to launch at high speeds towards a target and slam into it, similar to a cannonball.
Spend an Action to activate. Select a target within 45 feet. You must actively and obviously use Bubble Wand to activate this Effect. Roll Charisma + Influence 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 3. Armor is fully effective against this damage.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Kanni's core whirs to life loudly, purple and yellow electricity sparking as she begins focusing it into her palms, latching onto every ounce of electricity in the targets body before pulling it back, ripping the power she latched onto back with her.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar. Your target may Resist to cancel the transfer.
You may choose one each of as many things as you like from the following to transfer from your target to yourself, or from yourself to them:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see purple and yellow electricity crackling from her hand into the targets body, burning and drying the body's skin before it cracks and crunches, completely charred..
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.
Through communion with the dark powers, Lucas can get a taste of someone's soul before sinking his teeth in, and as a gourmand he can identify all the best ways to torment someone with just a glance once the dark ones open his eyes to the truth. Holding the perverted symbol of God in his hand he opens the channel and his eyes roll into the back of his head, blood streaking down his cheeks as he takes in the subject before him and the damned powers that be open the shape of their soul before him exposing their fears, and granting him the ability to find his quarry no matter how they run or how they hide. All he needs to do is see.
Exert your Mind and spend 2 Actions. Select a Sapient target within 300 feet. You may select a target at any range if you use up A drop of the targets blood of the target. This Effect cannot be used unless So long as Lucas has fed on blood in the past 24 hours. You must actively and obviously use An upside down cross to activate this Effect. At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see As they see Lucas's eyes roll into the back of his head and he begins to chant in ancient aramaic backwards while blood tears begin to roll down his face before suddenly rolling back with goat like pupils for just a moment before they return to their normal human shape..
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
You cannot investigate the same target more than once per day.
Utilizando-se de seu carisma sobrenatural e um jeito especial com pessoas, Moz é capaz de amolecer corações, endurecer almas e literalmente pedir favores a seus amigos e inimigos, que eles parecem incapazes de recusar.
Increase your sacrificial Injury's Severity by 1 and spend at least one Action. Select a number of targets equal to your Charisma within 20 feet. 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 may be actively engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets 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. 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. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
Possession of this Power grants the following Battle Scar: Weak Stomach.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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.
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Exert your Mind and spend an Action. Select a Creature within 20 feet. This Effect cannot be used unless felines.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.
Sapient targets can resist by rolling Mind at Difficulty 6.
If you use this Effect on the same Creature two days in a row, the effect lasts indefinitely.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
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 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 Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.