The winds blow, the earth shifts, plants grow, nature itself bends to achieve the goals of the Goblin King, its power channelled through his Bangmangi to potentially devastating effect
You gain the following benefits at all times. You must actively and obviously be using Club to gain the benefits of this Effect.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The training of a master
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
Imagine the affected individual suddenly finding themselves in a distorted version of reality where familiar surroundings twist into nightmarish shapes. Alice appears as an ethereal figure, her eyes glowing with an otherworldly intensity. She moves with an unsettling grace, her voice echoing like whispers in a windstorm.
Within the mind, memories and fears manifest in grotesque forms: childhood toys turn into monstrous creatures, familiar faces morph into sinister masks, and mundane objects distort into symbols of dread. The atmosphere becomes suffused with a sense of impending doom, as if the very fabric of reality is unraveling.
As Alice delves deeper into the psyche, she projects haunting visions and manipulates emotions, causing profound psychological distress. The victim feels powerless against this invasive force, their thoughts and fears laid bare before Alice's penetrating gaze.
Throughout the experience, Alice remains an enigmatic presence, her motives unclear but her impact undeniable. Those witnessing the scene are left with a lingering sense of unease, as if they too are peering into the abyss of their own subconscious fears.
In the tapestry of Alice's extraordinary abilities, her power to invade minds and evoke profound trauma weaves a thread of dark enchantment. Rooted in the whimsical yet unsettling realm of "Alice in Wonderland," this Gift transcends mere fantasy, delving deep into the metaphysical underpinnings of consciousness and fear.
At its core lies a duality akin to the looking glass itself—a reflection of both wonder and terror. Alice, a paradoxical figure of innocence and manipulation, harnesses this power with a grace that belies its chilling implications. Her ability to traverse the boundaries of sanity and perception speaks to an intimate understanding of the human psyche's fragile architecture.
Metaphysically, this Gift taps into the uncharted territories of psychic intrusion, where reality bends at the whim of a singular will. It hints at a realm where dreams and nightmares converge, where memories bleed into manifestations of dread. Alice, as the wielder, becomes a conduit between the tangible and the intangible, navigating through mental landscapes fraught with symbolism and subconscious echoes.
The origins of such a power are shrouded in mystery, perhaps stemming from the peculiar alchemy of Wonderland itself—a place where logic twists into riddles and reality fades into whimsy. It mirrors the transformative journey of Alice, from a curious child exploring a fantastical realm to a spectral presence capable of haunting minds.
In essence, this Gift embodies the timeless allure of darkness within enchantment, where innocence and malevolence dance in an eternal waltz. It invites contemplation on the depths of human fear and the fragility of perception, urging us to confront the shadows that lurk beneath our conscious selves. Alice's power is not just a narrative device but a philosophical exploration—a haunting reminder that even in wonderlands, there are depths where fears take shape and nightmares come alive.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically.
If they fail, your target will take 1 point of Mind damage and gain a new Trauma selected by you (the GM can overrule you at their discretion). This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Her eyes are the color of rust, and any inspection will reveal that there's something else in there with her. It keeps her safe.
You gain the following benefits at all times.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
Possession of this Power grants the following Battle Scar: Rust-Colored eyes: If your eyes are uncovered, all social rolls are at -2 and you are obviously supernatural.
Possession of this Power grants the following Trauma at all times: Not alone in here: Roll Self Control to allow any effect to target you. You may exert to allow it, if you fail.
Woebhiro has been trained in the art of swordsmithing by his renowned father, Kunishige. He is diligent and committed to learning this craft, which involves using a unique method to forge special katanas.
Exert your Mind and spend 15 minutes.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Brawn + Crafts to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
His usual outlook and tone of speaking has changed, more or less more agreeable to be with and looking like a honest joe. This is all simply false on the inside as he retains a new legendary level of charming others into his games, gambits, and scams with more ease with his likable speech patterns and honest face. Though with this new height of luck he has marked down onto his chest the wonderful Ace of Hearts tattoo on his chest as to say he will always be lucky.
You gain the following benefits as long as you have your Tattoo of a Ace of Hearts on his chest,.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. 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.
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.
Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
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.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness 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 cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
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.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.