These batteries are the size and shape of a Mobile cellphone charger, made of a dense silver metal alloy, full of some glowing green liquid. When activated the cracks and breaks melt gently glowing back into place. These devices disperse no radiation and are extremely stable that the energy stabilizes when the container is broken, so it is completely safe environmentally.
Exert your Mind and spend 10 minutes to activate. Select a Object within arm's reach that is of any size. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Intellect + Science at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
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.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: a compulsion to protect the environment. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Sometimes things don't work out. Sometimes they malfunction or go haywire.
For you? They seem to go well every time.
Thanks to movie magic (and some fudging of the coefficient of friction, though you don't realize it), any weapons that are swung at you seem to melt and become malformed as they collide with both you and the surrounding air, so long as you wear this kickass pair of eyewear that're emitting this li'l field of movie magic.
If you don’t pull em down and wink, then these babies won’t work. Little equations float around the glasses whenever they’re used in this way, too.
You still gotta act like you're taking the blow though. The trick works best when you get the fight choreography... just right.
How else will the audience appreciate the work put into this.
This Effect activates whenever you are attacked by a melee weapon. It does not require an Action or Exertion. Select a melee weapons within arm's reach no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Dexterity + Athletics Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
Harold Polk’s Binding Covenant power transforms spoken agreements into unbreakable oaths, reinforced by the permanence of written word. For each covenant, Harold drafts a formal contract on paper, infusing it with the intent and authority that define his speech. His words, once spoken aloud over the document, create a powerful binding that tethers the target to their promise, with the contract itself acting as a physical anchor for the vow. This ritual of spoken and written word merges into a pact that cannot be broken without consequence.
The paper of the Binding Covenant becomes more than a document—it’s an extension of Harold’s will, symbolizing the weight of the promise. Should anyone attempt to violate the terms, they face repercussions that manifest psychologically, physically, or even supernaturally, as though reality itself enforces the pact. For Harold, the Binding Covenant is a sacred vow, the written form capturing his intent and ensuring that promises are kept.
You must actively and obviously use Paper to activate this Effect.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must Sign The Contract to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
As he shoots his scalpel gun, the scalpel begins to dig in and performs a sort of surgery, causing the effect he programmed it to do.
Spend an Action to activate. Select a Living target within 20 feet. Roll Intellect + Technology 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:
This Gift's level is capped at 2 Gifts and cannot be increased further.
The Assimilator reaches their tendrils into their victim's brain, manually combing through their memories using the collected brain power of themself and their victim, all the while, those on the outside see their victim twitching, their eyes flickering at the speed of the memories viewed.
Activation Roll: Charisma + Assimilation (11 Dice)
Exert your Mind and spend an Action. Select a Living, Animate 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. You must maintain Concentration while the effect is active. Roll Charisma + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question you ask and memory you replay takes a single Round to read.
This Effect is not obvious, and the only sign you are using an Effect is the target blinking twice in quick succession. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The user presses a small rectangle of metal to the lock. For mechanical locks, the device extends metal prongs that will feel out the lock and unlock it. For electronic locks, the device will flash a few colors, then match the require electronic signal.
A mix of Owl's hacking, and thievery experience automated into a device that doesn't fail.
Exert your Mind and spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach.
You may lock, unlock, and/or open your target.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
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:
You cannot investigate the same area more than once per day.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. 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 direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. 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.