The gift is activated by exclaiming the words "BY THE AUTHORITIES PROVIDED TO ME BY GREGORIOUS III, I DEMAND SUPPORT FROM ADMIRAL JAKOV AGAINST THE HEATHEN!"
When it is said, somewhere, from the sky, a carabel materialises. This carabel will crash at full speed against one area of the battlefield designated beforehand. After impact, the remains of the carabel will disappear.
Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. This Effect cannot be used unless it is used in open environments. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Alertness at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 2. Armor is fully effective against this damage.
Shane, standing tall with his flag, uses its pole as something like a lightning rod for the emotions of the people around him. He starts telling a story trying to garner the interest of those around and after about 6 seconds and as long as his story goes on, they won't be able to perceive anyone but him.
He uses his banner as a useful tool to underline his sentences and keep the looks on him.
Spend two Actions performing the following ritual: telling a story. A number of Animate targets within 300 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 a flag to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. 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 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 cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
She channels her engine of change, into the body of another, and forces their most beautiful form to the surface. But no, it’s wrong, the improvements have yet to be stabilized, so their body has to get worse before it can get better, or it will revert to the boring canvas it once was.
Spend an Action. Select a Living target within arm's reach. You must actively and obviously use a prosthetic limb to activate this Effect. Roll Intellect + Medicine 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.
Your alteration "heals" over the course of the next month, after which it is fully cured.
A gruesome spectacle of bio-horror and mastery over the human form, Oleg has transcended the need for a sterile laboratory. Now, armed with his mythical Surgeon's Garb, a living medical suite of preternatural design, he performs his work directly upon the patient, wherever they may be found. His own flesh becomes the operating theater; the instruments emerge from his suit as extensions of his will—bone needles, sinew threads, living scalpels—guided by his unmatched medical genius.
Through a volatile cocktail of experimental drugs, source-infused mutagens, and precision field surgery, Oleg forcibly awakens dormant potential buried deep within the subject's biology. The process is intimate, raw, and harrowing. The subject writhes under his steady hands, as organs shift, bones realign, and nerves are repatterned to accommodate the invasive transformations. Flesh rebels against the forced metamorphosis, yet Oleg’s mastery keeps the body intact, leaving no external scars—only profound psychological echoes of the ordeal.
Exert your Mind and spend an Action. 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:
The augmentations you provide are not outwardly visible nor obvious.
You may end this Effect prematurely as a Free Action.
Sara, with the help of Chitari, wills a green pulsing ball of energy into existence and throws it at the target, and a bright green light bursts from it, concussing everyone around it in a 20ft radius, though channeling the power through normal flesh is.... unreliable
Exert your Mind and spend an Action to activate. Select a Location within 20 feet. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Brawn + Alertness at Difficulty 7.
If you succeed, all Animate targets within 20 feet of the chosen Location will suffer a dice penalty equal to the Outcome for the next 2 rounds. Dice pools may be reduced all the way down to 0 by this penalty.
As you look across the room, the glasses lends slightly glow, as they show you into the past, to see who has died, how, and when. When push comes to shove, you can ask to see more; it plays out in front of you like a 1940's cutscene, the grey look of auras showing what is magic and alien.
Exert your Mind (unless you win a coin flip) and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
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 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.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
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 cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected 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 the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in minutes. 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.
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.