'So I looked, and behold, a pale horse. And the name of him who sat on it was Death.'
Spend an Action to activate. Select a Living target within arm’s reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Medicine at Difficulty 6, and can be cured by the infected creature feeling the warmth of life. A homecooked meal eaten with happiness, a smile at seeing their partner, or child. Anything which reassures them it is not yet their time to end.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: King of Nothing: You must roll Self-Control to not use this Gift on a Living creature the first time you see it. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
an explosive beam that travels to the enemy after i kick
Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. The area within 10 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Athletics 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 10 feet of the chosen Location with Damage equal to your Outcome + 1. fully effective
Anyone hit by the blast may roll Body at Difficulty 7 as a Free Action, and reduce their Damage taken by the Outcome.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 damage will have their hair and clothes catch fire.
If you successfully hit a target with this Effect, the value of any Armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.
Joey looks at the person, a person who is but a side character, laughing at them, using his cross, he blesses them, revealing whether or not they are but a side character or one of the main characters!
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless alternate form. You must actively and obviously use Christianity Cross to activate this Effect. Roll Charisma + Culture 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, your target will take 2 points of Mind Damage and gains two new Traumas of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
these Traumas may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
...and binds up their wounds."
With a flash of fire, Billy can help mend the body of one he targets, with faith and flame.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a flammable object in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
The Contractor would flip the back of the cellphone and pop the cover door open, revealing the slot for a good sized battery, that he just replaces with a new one. The door is closed as he would quickly boot it up and start to use it, the screen glowing yellow as it connects to the nearby device, the screen going dimmer and dimmer until finally the hack is complete.
Exert your Mind and spend 1 minute. Select a Device within 300 feet. Does not work on Alien technology. You must use up Batteries in order 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.
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.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Every hack you make leaves behind Glowing Yellow Screen in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
Nikki concentrates to pull himself away from his fetter. It takes a moment like a man trying to pull his boots out of deep mud. A cold vapor about the size of an elongated basketball manifests where he stretches his mind out to, listening and watching all that transpires.
Exert your Mind and spend one minute. Select a target Location within 1 mile.
You may perceive things as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like cold semi-transparent fog.
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 Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The mad scientist produces thorium cores that can be used to upgrade tools and other devices. The core supercharges the item, increasing its quality and rendering it indestructible for a period. However, once the core runs dry, the object is rendered less useful than it was before. The core crackles with blue electricity while active.
Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. 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. While it is upgraded, the item cannot be destroyed.
After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.