Through a ritual Jules can see all. He has been able to use his power to see what need to be taken or get a better idea of what is around him. He can sense the world around him by speaking with spirits. Jules will do a ritual for the name of his goddess and let the blod flow!
Take a Severity-1 Injury and spend one minute to activate. This Effect cannot be used unless Darkness/Shadows. You must use up Egyptian Beer in order to activate this Effect.
You may perceive things within 1 mile of you as though there were no walls or obstacles blocking your view for the next five minutes.
Any Perception rolls made through obstacles are rolled at +1 Difficulty.
Emily holds up a hand, and takes her glove off with her teeth. On the back of her hand is a QR code.
Holding this code up alerts the nearest drones. A pigeon will fly over, and settle on her arm - and begin sharing directly from the federal database - everything they've got on the target. They're everywhere.
She seems to twitter back - like an insane woman talking to a bird. Weird, huh?
Spend a minute. Select a Sapient target within 20 feet. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Perception + Technology 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.
This Effect is not obvious, and the only sign you are using an Effect is a pigeon comes out of nowhere and starts tweeting at me from my arm. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Paranoia.
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Exert your Mind and spend an Action. Select a Living target within arm's reach.
The target's sense of smell and taste becomes suppressed for the next minute. Any roll requiring smell or taste automatically fails, and other relevant rolls suffer up to a -3 dice penalty at the GM's discretion.
Spiraling runic shapes lift from the pages of History in Blood and surround the user's hands and arms. As soon as fingers are laid upon the flesh of a willing participant, it begins to roil and split. Runes are written across the target's skin, similar in nature to a particular cursed witch. The target can feel something crawling about their body, a coldness that rustles in the back of their mind, before their form is improved by the ritual.
Generally, these improvements are marked by a wound that never wants to close and must be bandaged. These wounds often take the form of runic symbols, strange and supernatural in origin, though their meanings are esoteric and unknown.
Lilith has spent a great amount of time researching various blood rituals of cultures all around the world. One book in particular has been a fantastic aid in developing her rituals. Fusing occult research and medical science, this copy of History in Blood holds a new appendix on Fleshcrafting, authored by the witch herself.
Exert your Mind and spend an Action. 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. 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:
By transplanting a body part from another creature, you can grant a Powers intrinsic to that body part to the subject.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Bloody Fleshcrafting.
Kalist uses his position as a mob enforcer to make deals that reduce the particpant's debt.
You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
It is obvious to your targets that the oath you are proposing will be supernaturally enforced.
The same terms and penalties must apply to every party in each deal.
A pair of red velvet gloves that glow softly with a blue light, able to bring winter wherever they go.
Exert your Mind (unless you are Sculpting) and spend an Action. Select a Location within arm's reach.
Select one of the following alterations to create out of Ice 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 three hours 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 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
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 hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology 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.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
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:
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend 1 minute. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.