The skull is placed near the head of the target, forehead to forehead, after a moment blue spectral hands are placed on the target's cheeks, as scars begin to heal and fade, all while the skull seems to be speaking in an unknown language, but the words feel oddly encouraging.
Gifted to Oliver Green after a contract, This skull belongs to the late Yorge Stonefist, a past incarnation of the Corpus.
Exert your Mind and spend a minute. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal immediately.
Abeille touches the drone, and it glows a yellowish aura
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. 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.
Placing a tiny dot in a location, the dot resembles a micro camera. Attuned to it, Sherry can set conditions mentally to notify him.
Exert your Mind and spend an Action. Select a target within 10 feet. You must use up Microscopic Camera in order to activate this Effect. Make a Trauma roll when you activate this Effect.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can perceive with all your senses or activate investigative Effects through the ward as though you were standing at its location. You may have at most 3 wards running at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You may only use this Effect once per day.
Jason swings with tremendous force at one of their baseballs, which screams towards their target at barreling speeds.
Exert your Mind and spend an Action to activate. Select a Non-Sapient Object within arm's reach no larger than a duffel bag (35 liters). You must use up Baseball in order to activate this Effect. You cannot target objects which are currently in someone else’s possession. Roll Dexterity + Athletics 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.
You may use this Effect to destroy a hunk of material as large as a duffel bag (35 liters), even if it is a part of a larger structure or object.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
The power to restore bone and mend flesh with the power of ancient incantations.
"In the dead of night, an old, weary man in weathered clothes laid bleeding out, crying out into the cold, empty night in desperate ravings and in mourning of that which he believes will be lost. A stranger approached and knelt towards the old man, extending their hands, palms outwards towards the old man as if he were a fire to keep oneself warm, faint whispers began to emerge from the dark hood of the stranger as the old man's wounds started to glow, a faint ethereal white. As a calming warmth enveloped the old man, the wounds began to close and restore themselves at an unnatural speed until no mark or blemish remained, as if the wounds themselves were imagined. Before the old man could give his thanks, only the cool night air remained where the stranger stood."
To activate this gift, the contractor must recite an ancient incantation in a tongue known to few, while also focusing on the biological processes that occur to heal the injury properly, requiring great mental focus and medical knowledge. The volume of the incantation itself, be it whisper or shouting has no effect on the efficacy of the "spell". Visually the wound will seemingly naturally repair itself at an abnormal rate, with a faint glow of white light emanating from the wound during this process, though unless you were in pitch or near pitch darkness you would likely not even notice this light. The target of the incantation will feel a natural warmth at the site of the injury, depending on the severity of the injury this warmth can be pleasant if it is mild or can be searing if the wound is life threatening, but this can vary from person to person. If any other supernatural, metaphysical, or magical gift transforms, augments, or attempts to modify the injured area it will destabilize the magical energy contained within the wound, helping to maintain the healing effect, if disturbed it could completely reverse the effects of the incantation. This incantation is one that could scarcely be found in any book, instead it is the art of ancient shamans, passed down through orally through the ages, even of those that learned the words, only few had the talent and essence to properly execute them. Of course no knowledge, gift, or talent is sacred when a Harbinger is involved...
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. 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. Your patient is required to not use any gift that would affect or modify the area of injury, i.e. transformation, augmentation, or other healing gifts that would affect the target area. (Excluding mental) for the next month. If they violate this rule, your treatment is immediately reversed.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
John places a sticky note on the device he wishes to issue a command on. The sticky note will say "I had to borrow this, sorry for the inconvenience! -JD"
Exert your Mind and spend 2 Actions. Select a Device within arm's reach. Can be used on Alien technology. You must actively and obviously use a sticky note to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Charisma + Influence, 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.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Every hack you make leaves behind a sticky note in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be 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.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift's Cost is capped at 2 and cannot be increased further.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
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.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift's Cost is capped at 2 and cannot be increased further.
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 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.