The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action to activate. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you are somewhere a crow could reach. If the recipient is not somewhere a crow could access, the delivery is delayed until they are.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift's Cost is capped at 2 and cannot be increased further.
Vergil is nice to a literal supernatural degree, and through a combination of nearly invisible spores in the air that glow a light blue, and a healthy helping of empathy and emotional intelligence Vergil can ensure that the people he's around are in better mental health than any mental hospital in the world. Though blissfully unaware of its assistance by the mushroom parasite inside him, hey. What you don't know won't kill you... right?
Exert your Mind to activate. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you On a critical failure inflict them with Algernon's Flower.. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Influence at Difficulty 6.
If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Your patient is required to assist at least one innocent in the next month in a meaningful way for the next month. If they violate this rule, your treatment is immediately reversed.
You may attempt to treat an unwilling patient. They may choose to resist by rolling Mind at Difficulty 7. The nature of their Trauma will still be revealed to you if you treat them successfully, though they may not tell you directly.
Once per day per target, you may choose to use this Effect to stabilize a target's Mind. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including permanent Traumas which were recorded as Conditions). In this case, Treatment takes 30 seconds and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
With miscroscopic vision or successful examination with science or occult, it becomes obvious that this is
not a naturally occurring stone but some kind of petrified resin unlike anything currently in use. You notice that the surface of the face is lined with minute geometric patterns (similar to modern computer circuit boards) With at least 4 successes on Occult, they recognize this as alien technology, perhaps carved after creation by someone else.
Upon touching any sapient entity's exposed flesh, it triggers a mind roll at 8. Failure or Botch means you are possessed by the artifact, and immediately are inflicted with a absolute hatred of humans, and overwhelming desire to flee to the nearest wilderness area and defend it from human incursion by force. On a failure, they may reroll to break free in 2 hours, on Botch it is 24 hours. Two botches in the same lunar cycle possesses them until the new moon. A possessed target will relentlessly hunt down the artifact if it is taken, though if it is not in their possession on the new moon they begin to recover over the next week or so. The artifact can possess multiple people, though only the person in posession of the artifact can use its powers. In the case of multiple possessed targets, they will work together to drive off the humans, before likely fighting over the artifact.
A single success will prevent this possession, as long as they maintain the artifact in their possession.
While asleep, you may tap into the creatures under your command and receive visions of sights and sounds the commanded creatures experience. You may also communicate with the commanded creature.
If the commanded creatures travel over 5 miles from the artifact, the effect ends for those individuals.
Commands are limited to
Sit (go to a described area the creature is familiar with and remain. If you set a specific condition that the creature is capable of noticing, you will be notified when it occurs. A single creature isn't particularly perceptive, though a horde certainly is)
Pester (They will follow a target they can see, and hop, jump, or fly as close to it as possible without touching it.)
Attack (Small numbers of the creature will attempt to attack the target(s) identified. Due to size, the damage is capped at 2, this is dodgable, and a small number might not be able to efficiently do damage at all.
Swarm (There must be a large number of individuals, such as 60+crows or thousands of bugs- and they will all attack at once, moving at the creatures normal speed. These masses are usually fairly large (20+ ft wide for the minimum size), and anyone caught in the swarm will take damage, capped at 4. larger numbers simply make the horde larger, and harder to get out of. Vision and sound is obscured when inside a swarm and disorientation is likely. You must be able to move entirely out of the swarm with a free action to be able to effectively dodge, but the most effective approach is shelter or fleeing.)
Exert your Mind and spend an Action to activate. Select a Creature within 300 feet.
For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Creatures which are the same species as your target will also be compelled to follow commands that you issue if they are within 300 feet when the command is given.
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.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Territorial: If humans infringe on what you consider a private space, you must make a self control roll to not drive them out by force.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Mandy has attended college in Dortmund Germany and majored in computer science. She knows how to hack machines with any smartphone quickly enough to be able to bypass most firewalls or defenses.
Exert your Mind and spend 1 minute. Select a Computer within 20 feet. Does not work on Alien technology. This Effect cannot be used unless the target is capable of connecting via bluetooth. You must actively and obviously use a smartphone to activate this Effect. Roll Dexterity + 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.
You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously. Only works on Computers.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Your hack cannot be discovered by system administrators or firewall software for a number of hours equal to your Outcome on the initial roll.
You may only use this Effect once per day.
The person is overcome with a warm and powerful feeling, out of Parker’s motivation and guidance, their spirit fueling everyone else’s, even protecting their own emotions.
This Effect activates whenever you or a friendly creature is overcome with despair or fear. It does not require an Action or Exertion. Select a Living target within 45 feet. Roll Charisma + Athletics at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by bravery/tenacity. They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Both attacking someone and being attacked will end the Effect.
This Effect is not obvious, and the only sign you are using an Effect is giving a target a warm word or gesture. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Using Shirojuji as a focus, you channel your energy to allow yourself a lightning quick burst of movement, faster than the human eye can see, leaving behind a flickering afterimage.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult 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:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
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.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 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. Roll Charisma + Performance 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 Contested Outcome in Rounds. 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.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.