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Spend 2 Actions to activate. Select a Computer within arm's reach. Can be used on Alien technology. 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.
Every hack you make leaves behind a sheriff's star icon. in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
This Gift's Cost is capped at 2 and cannot be increased further.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
Using your knowledge and experience you take in your surroundings and recreate the scenario in your mind.
Exert your Mind and spend a minute to activate. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Brawn + Alertness at Difficulty 6.
You learn the following information about the area:
As Jacob activates the “Talents Phone,” its screen comes to life with a familiar glow, indicating its readiness to establish a connection. Unbeknownst to Jacob, the device taps into a powerful magical phenomenon, creating a subtle yet potent effect that transcends ordinary communication.
On the recipient’s end, their phone buzzes with an incoming video call notification, displaying Jacob’s face or an unknown caller icon. As they accept the call, the screen transforms into a window, revealing a live feed of Jacob’s face on the other side. Despite their confusion, the recipient finds themselves drawn into the image, their attention focused solely on Jacob’s presence.
As Jacob begins to speak, the magical essence of the “Talents Phone” subtly enhances the connection, imbuing the video feed with a sense of depth and clarity that transcends ordinary technology. Despite any technological limitations or Jacob’s own misunderstanding, the video feed remains stable and clear, allowing for seamless communication between the two parties.
Unaware of the artifact’s true power, Jacob continues to use the “Talents Phone” with a mix of awe and ignorance, never realizing that each call creates a subtle yet profound effect that bridges the gap between him and his intended recipient. And as the conversation unfolds, the magic of the “Talents Phone” quietly weaves its spell, ensuring that Jacob’s words reach their destination with clarity and precision, regardless of the distance between them.
Spend an Action. 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 The target must accept the call and The Target Must have access to a device that can make calls.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
You may send any physical Object that would fit into a backpack with your message. Such messages take one minute to arrive and always cost Exertion. Any active timers, fuses, or traps on the objects are triggered when you attempt to send them.
The doctor rubs at something behind one of his ears.
A pressure point? A nerve cluster? Perhaps he has a headache?
The very observant will notice his finger always lands on a brown discoloration where his head and neck meet, and always when looking at someone who knows something he doesn't. Those with microscopic vision might even see some of his nanites enter the target's head.
A small number of nanites enter a target and replicate in their brain, mapping the neurons used for memory storage and transmitting information to a pressure-activated receiver that has been subcutaneously constructed behind his ear. Its neural connection runs through the cochlear nerve and always causes an irritating feedback, and while memories are transferred and processed quickly, this risks unfiltered exposure to traumatic stimuli.
The brain replication does provoke a hostile immune response, and the feedback on their destruction may alert the target's conscious mind in an unmistakably alien way
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. 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 Intellect + Medicine at Difficulty 6. The target may resist by rolling Body 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 Laz pressing on a mole behind his ear.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Battle Scar: Tinnitus.
Like a cicada molting its skin, Nathan's spirit splits its way out of his body, a terrible gaseous form with conjoined masses flailing underneath. Reaching their target, Nathan expels their spirit, clawing into and imprisoning it into a nearby reflective surface before digging into them, remaining there.
Exert your Mind and spend an Action. Select a Living or Sapient target within 20 feet. This Effect cannot be used unless the target is Sapient (cannot be just Living.). Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in hours. The target has no control over their body or actions, though they retain consciousness and will remember anything that occurs during the possession.
Your original body will be left behind, unconscious. You may perceive through your original body's senses by Concentrating. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it. If the possession ends and your original body was killed or destroyed in some way, your disembodied spirit will haunt the location where your body died, and the only action you can take is activating this Effect on a new target within 20 feet.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
While possessing your target, you may put them into “autopilot.” During this time they will act as they would normally for the situation without the knowledge that you are/were possessing them. This allows them to act “normal” around social contacts, type in passwords if they want to log in, etc. You have no control during this time.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see spirit mutilation and imprisonment.
If you become Incapacitated or suffer an Injury Severity 4 or greater, this Effect ends.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water 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.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
The user places this slip of paper from the mystic against their head, speaks the inscribed phrase, and envisions a time they wished they were alone. the paper bursts into a shockwave that pushes a nearby being away. The repulsion field can be maintained for several seconds by meditating on the nature of solitude.
Spend an Action and use up this paper with mysterious calligraphy. Select a Animate target up to 100 feet away.
Targets are pushed back until they are 100 feet away.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
You may maintain Concentration after the initial activation of this Effect to continue the push on the target. Lasts up to one minute.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
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.
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 magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person 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.