Hilde kneels down, lays hands upon the body part, and takes a minute to focus and connect to the individual's spirit.
Exert your Mind and spend one minute. Select a Dead target of which you have Any body part.
The target can communicate in your language for the next hour.
Spends 10 minutes repairing the object with floating Gaelic runes
Exert your Mind and spend 1 Action. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. You must actively and obviously use Welding Googles to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Intellect + 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.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Penalty ever exceeds 5.
You may only use this Effect once per day.
Star Trek vibes. This Doctor will use their specialization to the best of their extent.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. You must actively and obviously use Surgical Gloves to activate this Effect. 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.
As River runs a finger over their ring and suggests a course of action, the person they’re talking to finds that it sounds like one of the best ideas they’ve ever heard. They might even find themselves wanting to please River, wanting to impress them. Something in River’s brain squirms, happily, wriggling its way in just a little bit farther.
The parasite that’s worked into River’s brain has psychic potential that they’re only barely beginning to understand, but it loves their natural charisma. Tips at the coffee shop have never been better.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. You must actively and obviously use a shiny ring to activate this Effect. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
Execute grants Unity access to his Emotion databanks, deleting the emotions around a specific trauma in order to render it inert
Exert your Mind to activate. You may only target yourself. 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 + Crafts 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.
Resting a body inside a Cocoon, the Alien slowly transmutes the biology of the subject; changing the genealogy of said subject for the purposes of adaptation to a basic function, or genetic capability. While this effect seems simple, it is nothing but; the person in question is subjected to a forceful moment of drowsiness before being sat in a fetal position.
Thus begins the process: a cocoon is formed using the salivary regurgitation of the Xenomorph, creating a thick leathery cradle for the body to be placed in. The Cradle is then filled with Amniotic fluid provided by the Xeno-Mother, to which the Person inside will be drowned by soon. To ensure their survival, the Xeno-Mother injects their breathing apparatus, whatever that may, be with a fleshy umbilical that which is attached to the Cradle's respiratory organ.
This process may shock the subject into a state of fear and confusion, leading them to harm the process, so to ensure they won't interfere with the progress, the Cradle's biological appendages wrap around the limbs of the body and seal themselves. Injecting them with a numbing effect of which makes movements slow and constricting: You are awake, you can move, it's dark, wet, hot, you're barely being kept alive by the pumped hot air in your body. All you can hear is the muffled sounds of a monster lurking just outside your shell. You can break out... But will you?
On the outside, it looks like the most horrible state of body horror, that ends with the cocoon bursting with amniotic fluid, being set anew; like a reborn child.
Exert your Mind and spend 30 minutes. Select a Living target within arm's reach. 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:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Body Horror and restrictive invasive biology.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. 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 can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing 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.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance 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. Armor is fully effective against this damage.