The Henna marking unfolds from underneath the bracelet, crawling across the skin to form matching patterns on both the prospective client & the wielder of R.I.S.H.I.
The quantum connection provided by the Ferro Fluid marking transmits telemetry including vitals, distance & direction.
Exert your Mind (unless Signed Contract) and spend an Action to activate. Select a target within arm's reach.
Your target is marked with a Henna marking until it is removed or until you choose to end the Effect. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's vital status, injuries, direction and distance from you. You can have up to 3 marks active.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
A hologram arm appears where Tay's missing limb would be and the circuit board glows brightly. the hologram arm reaches into the computer and then disapears leaving it's code in the system until activation, leaving a shining pink stone behind on the screen
the arm looks very much non human, and mechanical, like the arm Tay lost and the stone left behind is modeled after the artifact that allows time travel. This all works do to special parts of the circuit that try to interact with the arm, but instead as a fail-safe make the holographic arm temporarily. This power merely gives a means to interact with the circuit board to hack a system.
Exert your Mind and spend 1 minute to activate. Select a Computer within arm's reach. Can be used on Alien technology. You must actively and obviously use Modified Circuit Board to activate this Effect. 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. The hacking roll and their defensive roll are both 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.
Your command does not have to take effect immediately. Instead, upon a successful Hack, you may specify a condition under which the specified command is issued or simply suspend the Command until you desire to activate it.
Every hack you make leaves behind a shining pink stone in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
Daisy has a small fluffy rabbit's tail with white fur. She wiggles it and makes an incredible leap.
Spend an Action. Select a Location which is at most 100 feet away horizontally or 25 feet away vertically. If you have activated this Effect 10 times it the last minute, you must Exert your Mind.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
A plasma burn slash
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Dexterity + Alertness 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.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
If a Living target would suffer an Injury Severity 5 or greater from this Effect, they die.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
Donovan holds a rosary tightly to his chest as he mutters a prayer in Hebrew, before staring intensely at the target and beginning to discern their nature... to varying degrees of success.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You must actively and obviously use Rosary to activate this Effect. At the end of your investigation, roll Intellect + Occult at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
Cthulhu-like tentacles come out of the lens and touch the object all over and makes sure they know where this came from.
Spend 2 Actions to activate. Select a target Object within arm's reach. At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn all the following information about your target:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Cthulhu-like tentacles come out of the lens.
This Gift's Cost is capped at 2 and cannot be increased further.
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.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. 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. If you fail or Botch, you receive one Mind Damage and a new Trauma. 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. 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.
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 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.