The user spends the course of the treatment physically or emotionally comforting themselves or the target, choosing to weigh the pros and cons of the issue in a lighthearted way.
just got over a long term relationship? They were toxic anyways. You have a crippling fear of sharks? Sharks are actually kind of like dogs, you know?
If the user is unable to vocally comfort their target or themselves, this power can extend to the usage of research over the internet or through different forms of media.
Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Influence at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Your patient is required to not be exposed to the trauma for the next month. If they violate this rule, your treatment is immediately reversed.
Applying the first principles of umbral theory, Cássio has created an istrument by by which he may exact his revenge. With a flourish, the focus card is drawn from his sleeve, upon which it begins to burn with shadow. Cássio flicks it towards his target, and a wave of pitch-black shadowstuff cuts through the air, ready to rend the flesh of whatever poor fool crossed him. At the end of the attack, the card reappears in Cássio's hand.
Spend an Action. Select a target within 45 feet. You must actively and obviously use a tarot card (Three of Swords) to activate this Effect. Roll Charisma + 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.
Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Vengeful: Whenever someone wrongs you in a major way, you must roll Self Control or seek retribution.
Spend an Action. Select a Living target within 45 feet. This Effect cannot be used unless must have eye contact. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by bowl loosening fear. They will not necessarily display their emotions in an obvious way.
Actions they take may be extreme and out of character for them. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
When your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.
This Gift's Cost is capped at 2 and cannot be increased further.
If any affected target takes or deals Damage, this Effect ends.
Eithan points his hand at a creature mimicking a firearm. An azure sphere of light streams forth from his finger into the target granting him possession.
Upon completing his first contract, a supernatural being reached out telepathically to Eithan and introduced themselves as the Soul King. The Soul King has chosen Eithan as one of their heirs and granted him a taste of their power to begin growing his own. Eithan's soul has evolved into a source of power. Sending a piece of his soul into other beings and returning willingly allows him to build and fortify his soul power further. If not evicted, he can even restore his spent soul power.
Exert your Mind and spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious, in its same location. You may perceive through your original body's senses, at a -2 penalty to all Actions while doing so. If your original body is touched, you get a Perception check to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You are able to engage in combat or take other risky actions without being forced out of the host’s body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
The unit's most basic function. Load a battery, take aim and pull the trigger to unleash a torrent of random reality-altering data.
Rewriting the metaphysical code of reality is really hard. Having a device to help you makes it a little easier. Not caring what you write to it makes it a lot easier. A stream of pure entropy is sure to do some damage. Or a ray gun, if you insist on simplification.
Expend a point of Battery and spend an Action. Select a target within 50 feet. You must use up rechargeable lithium battery in order to activate this Effect. Roll Intellect + Technology Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
The user crosses their arms in an X shape as a field of low-frequency soundwaves is produced from the artefact and emits a wave of inaudible but heavy vibrations to push objects away, with the user being able to tweak which animate objects can and cannot be repelled. The participants feel an intense vibration passing through them regardless of whether or not it repels them, however, when it does repel them, the vibrations feel like an intense wall of weight pushing them back.
Originally a prototype for hearing tech that could amplify the user's hearing, it had the major side effect of sending out intense sound waves to the user, deafening some, so it was scrapped. One day, while running away from home, Jarret had come across the tech in one of the many trashcans he had come across, did a little tweaking and made this gear usable... Well usable in a different manner at least.
Exert your Mind and spend an Action. Roll Brawn + Alertness at Difficulty 6. Any Animate targets may resist by rolling Mind at Difficulty 7.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 5 Rounds. Any Animate targets within the field that failed to resist cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.
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 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.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the target deserves it. 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 one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.