The user presses a button on his glasses and petrifies anyone around the person he is looking at. (reduces dice pools to zero)
Spend an Action to activate. Select a Location within 300 feet. Roll Perception + Alertness at Difficulty 6. All targets within 20 feet of the chosen Location may contest by Defending or Dodging.
If you succeed, all affected targets will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.
Restricted targets may escape their binding by spending an Action and taking a Severity-1 Injury. Their movement is reduced by 10 feet until the Injury heals.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Turns the person who he is looking at to stone.
This Gift's Cost is capped at 2 and cannot be increased further.
At the heart of Jessica's research lies the revelation that crystalline light isn't merely an advanced concept in particle physics, but a manifestation of alien intelligence with its own will to form. Harnessing this phenomenon as a bridge, Jessica can merge alien genetic material with human physiology, yielding disturbing yet powerful biological enhancements. As she channels this ability, crystals of light proliferate across the room and patient, emanating an opalescent glow that shifts and writhes with impossible colors.
The process begins as luminescent crystal tendrils pierce the subject's skin, branching out like glowing veins beneath the surface. Affected areas undergo rapid, unsettling metamorphoses – limbs elongate unnaturally, extra eyes sprout in unexpected places, or skin becomes translucent, revealing pulsating, alien organs. Throughout the operation, the patient experiences intense fever and vivid hallucinations, a harrowing ordeal that subsides after several hours.
These alterations bestow superhuman abilities, with the enhanced flesh eventually conforming to the patient's original shape. However, occasional quivers and the development of colored geometric patterns betray the struggle of alien matter to maintain its new form within the human host. While temporary, the process leaves behind residual changes: faint, glowing skin patterns and fleeting flashes of inhuman perception serve as constant reminders of the tenuous veil between humanity and the cosmic unknown.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. 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:
By transplanting a body part from an Alien being, you can grant an intrinsic Effect from that part to the subject. Its power level should be limited to one Gift Point or less.
The augmentations you provide are not outwardly visible nor obvious.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your flesh ripple and split open, revealing a pulsating lattice of crystalline light intertwined with writhing, alien tissue.
A devastating and disturbing physical attack, also belonging to the tradition of Blackstar Sisterhood - Archmistress Oitira of Byzantium is a martyred figure whose wounds at the hands of religious fanatics are now honored in the incantion, which also bears her name. The swirling smoke and arcane sigils are changed by the application of a different incense mixture, now coloring the ominous flame in shades of red, vermillion, and dark orange which take the shape of malevolent eyes that scan the environment, treating all as both prey to consume and threats to destroy. These eyes emit a multitude of piercing beams of energy that sear into the target, cause intense pain: the beams tear through armor, flesh and bone, leaving deep, scarring and agonizing wounds behind.
Spend an Action. Select a Living target within 300 feet. You must use up incense powder in order to activate this Effect. Roll Perception + 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 0. The target's Armor is completely ignored.
You may opt to have this Effect spread to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see as monstrous eyes appear in the smoke, locking in the targets with malevolent glee.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Paranoia. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You get the idea
This Artifact produces ephemeral projectiles that can be used as a shuriken. It is roughly at least twice as large as a shuriken and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
Frankie channels the spirit of the fae trapped within his gloves, a tiny wisp of light floats from the glove which he crushes into dust that he sprinkles into his eyes.
Expend a point of Battery and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
The yellow cockatiel takes flight from Luke's shoulder, heeding the command of its master.
Expend a point of Battery and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location for the next 30 minutes. You may move your senses back and forth between your projected location and your real location without prematurely ending the effect. You may only have one projected location active at a time.
Others near you may choose to observe what you are perceiving by Twitch Stream.
While this is active, your senses may travel from their initial Location to explore the surrounding area. They may move at up to 5 x Perception feet per round.
You create a visible manifestation at the Location where your senses are projected which looks like Larceny the Cockatiel.
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of this container appear normal and unremarkable.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
The spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.
The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.
The spy can do up their passport to take on the appearance of any valid form of identification they may need.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.
The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.
The lightning bracers can be activated to summon a thunderbolt into the wearer's hand. Throwing these thunderbolts makes an incredibly loud boom. Once a thunderbolt is in hand, the wearer can throw as many as they wish. The electricity from these bolts will jump between nearby targets.
This Artifact produces ephemeral projectiles that can be used as a javelin.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects: