The Professor puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible.You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. The Professor seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 15 minutes to activate. Select a Living target within arm's reach. You cannot target yourself. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Perception + 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.
Minerva lets out a breath and closes her eyes for a moment. She slips into the Dreamlands for just a moment, and when she comes back, she leaves just a little bit of herself there. Opening her eyes, her irises have become rainbow coloured, and she can see in both, although she's just a little paler, like some of the colour has left her.
In a pinch, she can illusion her irises back to normal, but she prefers to leave them like that.
Exert your Mind and spend one minute. You must actively and obviously use silver fox pendant to activate this Effect.
You may perceive things through sight within 500 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes.
You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.
Once the deal is made and both parties shake hands, afterwards both parties will have a black dot in the palm of their hand until the deal is broken.
You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must Shake hands 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 targets 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 targets, you must succeed a contested Intellect + (Culture or Influence) roll.
All oaths you create last 12 hours maximum
Salvador Payne is a man almost certainly known my staff in the facility as the bane of their existence. Whenever Salvador's current host dies and a new one is chosen, usually from an unlucky D Class, they take on his mannerisms.
He also generally prefers those that grow facial hair, so watch out for curly mustaches and an avoidance of eggs.
Exert your Mind and spend an Action to activate. Select a Living or Sapient target within 20 feet. This Effect cannot be used unless you, or the body you are currently possessing has been within 10 metres of a suitable host for more than five minutes. If this occurs, they have 'contracted' you. If your current body dies while a suitable host is within a mile, you must make a contested Mind roll, with up to your Mind score number of potential targets. If you fail and there are no potential targets within range, you die. If you succeed with any, you possess them. This effect also occurs if a target forces you out of their body. Roll Intellect + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of months equal to the Contested Outcome. You are in full control of the host body’s actions. While the possession is active, the host body will gain a severe egg allergy, making it very obvious to anyone who sees them that something is not right.
Your host’s consciousness will similarly be swapped into your original body, and they will have full control over it until the Effect ends. 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 have access to the target’s mind, and are able to see their memories and learn any hidden knowledge or information they possess.
Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You may access and use any of the target’s Gifts or other supernatural effects while you are possessing them.
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, you may make a contested Mind roll against the host. The loser becomes a helpless observer as long as you both inhabit their body.
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 must make a Trauma roll. If they succeed, the possession ends and you are evicted from their body. If they fail, they will gain a new Trauma.
Black Miasma gathers around Neil's hand, forming into a black hand that surges forward, reaching towards its target and causing them to rot, shatter or rust.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Intellect + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
The blood soaked inside the bandages extend, animate, and twist like a set of tendril-like appendages, slamming into the ground and propelling the user forward. When activated mid-air, the bandages instead extend to latch onto whatever surface the user targets and pulls them forward.
Spend an Action or Reaction. Select a Location which is at most 375 feet away horizontally or 75 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 10 feet. You must use up a pint of blood in order to activate this Effect.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
When you use this Effect as a Reaction to dodge, if you Exert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see blood-soaked bandages twisting and slithering like monstrous tendrils around the user or their target.
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 seasoned necromancer's darkest art spits in the face of the natural order. Given sufficient preparation, they may temporarily revive any dead individual.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts for eight hours or 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.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may only use this Effect once per day.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
EzFake is an app that appears on any cell phone the influencer holds as long as they are holding it. The influencer need only make a selection and focus their will to project a lifelike forgery into the world in front of them. It may be an object, a creature, or even a specific person, and they can speak and make sounds as well.
The Influencer gets ready to film, and focuses fully on getting a good shot. After all, no video doctoring software can compete with a real life forgery which can be filmed from any number of directions by anyone's camera and appear legitimate.
Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their hearing, smell, and 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 can choose to perceive it or not at will.
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.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Sapient targets can resist by rolling Mind at Difficulty 6.