The C.R.O.S.S. optic projects a laser holograph over the selected firearm, then upgrades the desired functionality through a HUD display menu.
The advanced technology in the C.R.O.S.S, optic can enhance the ballistic quality of firearms for a limited time.
Expend a point of Battery and spend a minute to activate. Select a non-Alien Firearm within arm's reach. Cannot be used to improve Armor.
For the next day, your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
....
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Influence 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 sound of rain drowns out all sound as dark gray droplets start to slick the ground. Cigarette smoke wafts through the air, assaulting the senses and making maintaining composure next to impossible. The world around the detective has become identical to that of a cheesy Noir film, with all of the common tropes to boot.
A last ditch effort in which Frank lets loose a sudden burst of imbued energy from his body, coating the nearby world in the same monochrome shades that paint his form.
Exert your Mind and spend an Action.
You create a hemispherical dome of Film Noir tropes originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in any number of the following ways:
You may only use this Effect once per day.
The book of runes opens to the correct page automatically the caster traces the rune and speaks Iwaz (ᛇ). An aura forms of ᛇ around the caster and flows to the target like a viscous fluid filling their wounds before being replace by what was lost
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + 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 engineer carefully looks over the object. With a few well places taps or hits, the object seemingly works again, even if it looked to be entirely useless just mere seconds before,
Spend 10 Rounds. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Dexterity + Crafts 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.
Fortuna tries to open a door she's unsure whether it's locked. Luckily it opens without much resistance. Last person to use it must've forgotten to close it.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach , which is not electronic and can be no more complex than a standard key lock.
You may lock, unlock, and/or open your target.
This Effect is not obvious, and the only sign you are using an Effect is Eyes flashing for a moment. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence 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 remorse for hurting such a pure soul. 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.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
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.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.