Naorai A communion between believer and their kami

1
Requires Seasoned
The power to enhance your tools beyond mundane limits.
Used by Leon Vanderblight, Created by leonvanderblight.
On Legendary Artifact The Inari Charm.
( You must actively and obviously be using up Blessed Sake.)

Leon has decided that it is time to stop merely playing at divinity and begin embodying it. The first step in doing so is to honor one of the most ancient traditions of Kami. Naorai, the end of the period of fasting and moderation wherein the gods pay the believer back for their devotion. In doing so Leon enjoys a meal in a blessed location as the kami responsible for the people in his land at a sanctified location, during which time he accumulates the energy of faith shared in the meal into a bottle of sake that he keeps beside him throughout the meal. Then, at the end once the bottle has filled with the energy and the sake has been enriched with the spiritual power of both Kami and believer, Leon then takes a drink of sake and bites his tongue before he spits the mixture onto the object in question and in doing so blesses it granting it the power of the kami that aid him in his day to day life and cleansing it of impurities with his own life essence. In this communion as well, two items may be brought into union as god and believer are and in doing so elevate both to something beyond either.


Take a Severity-1 Injury and spend an hour to activate. Select a Device within arm's reach. Can be used on Alien technology. This Effect cannot be used unless You are in a sanctified location. You must use up Blessed Sake in order to activate this Effect. Cannot be used to improve Armor.

For the next three months, your target receives 3 extra dice to all actions taken with its intended use.

You may choose a second valid Device target while activating this effect and splice both targets into a single new Device. The newly created item has the same size as the larger of the two initial targets, and can be used to perform the same actions as either of the original items. It receives 3 extra dice to those actions for the next three months.

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.

You may only use this Effect once per day.

  • After the effect ends, spliced items become un-spliced and return to being separate items.
  • You can target yourself if you qualify as a valid target by the other requirements.

Community Targeted Gifts

Exert your Mind and spend one minute. Select a Living target within 25 feet. You must use up Money in order to activate this Effect. Roll Intellect + Medicine at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.

If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:

  • Brain Fog: The target’s thoughts are muddled and incoherent. They must succeed a Mind roll to remember details of things, at Difficulty 7 for old details and Difficulty 9 for things which occurred while afflicted. They also take a -2 penalty to all mental actions, which grows by -1 every hour until it reaches your Outcome.
  • Disabled: The target suffers from an affliction that leaves them unable to act at full strength, such as physical pain, severe fever, intense fatigue, etc. They take a -2 penalty to all physical actions, which grows by -1 every hour until it reaches your Outcome.
  • Poisoned: The target gains a Severity-1 Injury which ignores Armor and doesn’t heal naturally. For every hour that passes, they receive a new identical Injury. If this new Injury would kill them, they roll 1d10 at Difficulty 6. Success cures the condition; otherwise, they will die.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Perception + Medicine at Difficulty 6, and can be cured by Rehabilitation.

You may cure any target you’ve afflicted at any range as a Quick Action.

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. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend 2 Actions. Select a Sapient target within 20 feet. You must actively and obviously use Polaroid Camera to activate this Effect. 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. At the end of your investigation, roll Intellect + Investigation at Difficulty 6. The target resists by rolling Mind at Difficulty 7.

You learn all the following information about your target:

  • Determine if this target is Alien in origin or whether it has any Alien energy or outside influences. You receive information about the type of energy, including the name of the relevant Source pool or equivalent.
  • You learn the target's name, nicknames, screen names, and aliases.

The quality and specificity of information gained depends on your Outcome.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

You cannot investigate the same target more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a target within arm's reach. Roll Brawn + 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 reduced to 1/2, rounded down against this damage.

You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.

If the target receives an Injury, they are knocked back 5 * Severity feet.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a flammable object 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 can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

This Effect activates whenever a target injures Terry, dealing at least a severity-2 Injury or looks upon the injury up close. One per injury. It does not require an Action or Exertion. Select a Sapient or Creature target within arm's reach. You may select a target at any range if you use up an injury caused by the target of the target. Your target should be intuitively based on the triggering event. Roll Charisma + Influence Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.

If your Contested Outcome is positive, your target takes 1 point of Mind Damage and gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.

This Trauma may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma 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.

  • Mundane animals have a Mind score of 1 or 2 at the GM’s discretion.
  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Targeted Gifts

Exert your Mind and spend an Action. Select a target Location within 75 feet.

You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.

You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.

  • This does not satisfy the Line of Sight requirement for targeted Effects.

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.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • Effects which circumvent Armor completely also circumvent your barrier.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.

For the next day, you may issue specific commands to your target which they will be compelled to follow.

Your commands can be complex and multi-layered, though they must still be specific. 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.

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • 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.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend an Action.

You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.

If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.

  • Operating some locking mechanisms through this Effect may have a secondary effect, such as a turn-key ignition on an older or cheaper car causing it to start or stop. Note that the locking mechanism itself must satisfy the standard targeting requirements (including line of sight), not just the vehicle.
  • Any mechanism that requires a key, keycard, key fob, or combination may be considered locked, at the GM's discretion. This Effect may be used on doors and containers secured with control panels or other electronic locks, but not computer security systems at large.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.

Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.

You may extinguish flames as a Reaction. This does not extend to explosives.

  • Your fires may be extinguished with appropriate Actions and materials. Stop, drop, and rolling to extinguish requires spending an Action and making a Dexterity + Athletics roll, with an Outcome of 4 putting out the flames.
  • If the target is larger than your flame size, the Armor destruction creates a weak point instead of applying to the entire target.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.