Through the use of clever rhetoric, Bill is able hold a brief conversation with people and inspire a surge of emotion in them.
Exert your Mind and spend one minute to activate. Select a number of Living targets equal to your Charisma within arm's reach as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with your targets. Make a Trauma roll when you activate this Effect. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious 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 the subject matter of the conversation relates to the emotion he is inspiring. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Polamedes withdraws some small nanobots from inside his body and lets them crawl to the end of his finger and into his eye. They pull his eyelids apart and crawl under and over his eye physically pushing it out of the way and dislodging it slightly as they do, taking measurements while doing so. After a few seconds they start forcing the eye out of the socket. They haul a still connected eyeball to the location of placement spooling out more and more retina wire as the eye is stretched away. Then the eye is sliced and pressed into position while the retinal connection is severed and coiled around the split eye to form a sort of antenna. The trailing retina cable is slowly reeled back into the eye socket before needing to be manually repositioned by placing the finger back into the empty hole and re-growing the eye with more nanomachines. Slowly pulling thin strands from the body and gluing the burgeoning eye back into place.
Spend an Action. Select a target within 10 feet. You must remain within 1000 feet of your ward to access its senses.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
You may communicate through your ward, though doing so will reveal its presence.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Polamedes copies and remove's his eye.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
A slab of a human in terms of looks, Assistant Hyde was the first successful attempt at creating artificial life with assistance from other DSP biotechnologists, but they were only a minor help (the funding on the other hand...). Big and dumb, Assistant Hyde is a glorified watchdog and lab assistant both. Sure they can't help out with surgery themselves, but they are good at holding things. And beating people. It's a shame they need to be created via invasive, harmful surgery each time.
Take a Severity-1 Injury and spend two Actions performing the following ritual: Making an incision on oneself. You must actively and obviously use Medical Tools to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Hommuncli/Assistant at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
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.
Mel furrows his brow, and focuses on the name of the target. A ghostly apparition forms, and can speak to Mel.
Mel’s mind opens more the the world of the supernatural. With some focus he can call up the dead, and talk to them.
Exert your Mind and spend one minute. Select a Dead target within 50 feet. For dead targets, you must possess their True Name.
The target can communicate in your language for the next hour.
This Effect is not obvious, and the only sign you are using an Effect is Mel furrows his brow and looks at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You may only use this Effect once per target per day.
The beastmaster places a hand on the target and his eyes start to glow bright gold, then it spreads through to his head, down his neck through his shoulder, and down his arm to the target. From there the light spreads from where the beastmaster is touching the target to its head as it starts to fade from the beastmaster, once it has it starts to fade on the target until the last thing glowing are the targets eyes before they to fade to normal.
Spend 30 minutes. Select a Living target within arm's reach. You cannot target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You create a false image, object, mark or other visible phenomena. Physical interaction reveals the image to be fake, and it dissipates immediately.
Exert your Mind and spend an Action to activate. Select a target within arm's reach. Choose an illusion to generate, which can be no larger than a briefcase.
The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.