Red cables unwind and attempt to pull out and shove back in countless screaming ethereal copies of the target, overwhelming their mind with a barrage of their own thoughts with minute different details. These ethereal copies then dissipate into non-existence, all while the target starts to question if they died already and are a just copy of themselves that survived.
Exert your Mind and spend an Action to activate. Select a Sapient target within 20 feet. Roll Perception + Alertness at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by the GM. This trauma may be removed by Effects or mundane therapy as per normal rules. Affected targets are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see countless screaming ethereal copies of someone re-enter their body and inflict pain to them.
Exert your Mind and spend an Action to activate. Select a Sapient target within 20 feet. This Effect cannot be used unless must have eye contact without obstruction. Wont even work through glasses.. Roll Charisma+Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain constantly feeling of being omonously watched as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Edward can investigate the details of a murder scene and reconstruct the evidence in his mind as if he was the murderer to see how it would have happened and guess the murderer’s state of mind/motive/psychological profile. While this is happening he acts accordingly to if he was truly living the experience, stepping where the killer seemingly would have been etc. (other than actually commuting a murder obviously)
Spend a minute. Investigate an area with a radius of up to 100 feet This Effect cannot be used unless only works in a murder site. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn the following information about the area:
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same area more than once per day.
Holding the staff in both hands, I close my eyes and project a wave of mana through the area.
Everything has mana, each has a specific unique frequency in sapiens mana is their soul everything reveals themselves in their mana wether they know it or not.
Increase your sacrificial Injury's Severity by 1 and spend 2 Actions. Investigate an area with a radius of up to 100 feet You must actively and obviously use staff, stave, wand. to activate this Effect. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
You cannot investigate the same area more than once per day.
The target's head must be mostly intact and facing upwards. Seraph sits on her knees and uses a blade to slit her right wrist and pour the blood into the mouth of the target. The skull of a goat sprouts from her head as she chants in tongues. At the end of this ritual, the targeted injury rapidly heals over a few seconds.
This gift's source is a magenta cross tattoo on Seraph's right arm. When this gift is activated, the tattoo glows with energy.
Take a Severity-1 Injury and spend 1 minute. Select a Living or Dead target within arm's reach. You cannot target yourself. This Effect cannot be used unless the target is dead. 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see (In description).
What was previously merely interference has turned into true Dominance, Crane, utilizing the A.I. built into his nanite to upload a A.I. Clone of his mind into the network to achieve whatever he wishes to accomplish, deleting itself afterwards to ensure there is no traces of himself that can be found.
Upon activation. Nanites with pre-inputted program floods the machinery, executing the order
Exert your Mind and spend 1 minute. Select a Computer within 20 feet. Can be used on Alien technology. 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. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
This Effect is not obvious, and the only sign you are using an Effect is Staring at the device for a long bit as data surges through his eye. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your hack cannot be discovered by system administrators or firewall software for a number of hours equal to your Outcome on the initial roll.
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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 4. Armor is fully effective against this Damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
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.
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 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: