Darlin' absorbs the fan favorite gum from any location inside or touching Valentine. It uses up this sweet treat to exchange into an item/s.
Darlin' LOVES Big league chew.
Exert your Mind (unless you win a coin flip) and spend 1 minute. You must use up Big league chew (gum) in order to activate this Effect.
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 cannot create firearms.
Roll Intellect + Culture to fabricate up to 5 copies of 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Tendrils drive their way out of Valentine's spine. Valentine bends over to give Darlin' a stable work environment. Darlin' starts to 3D print an item using Valentine's Body as a work table..
Humans are intended to be persistence hunters, capable of chasing prey for extended periods of time despite their relatively slow speed. As a result of his ongoing transformation into a Yokai, Goro's muscle groups have become horribly altered, now capable of propelling him far further than your average human.
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
Zayir shoulders his weapon and glares at you.
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:
Pain and suffering are all illusions of the human mind, why would you be fooled by such things, as a future God yourself?
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
As Perkins Cadbury smokes weed, the smoke in his lungs that gets spewed out creates a fog of 'understanding,' allowing those he talks to and hears from to be 'understood.' As in, he knows exactly what they're saying through the power of chill vibes, y'know?
You gain the following benefits at all times. You must actively and obviously be using weed to gain the benefits of this Effect.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.
Dr. Laz stretches out his hand at a target and a cloud of what seem to be dust motes fly out toward them. Those with microscopic vision can see these nanobots for what they are. When they make contact, they enter through any available opening and begin administering sedatives and blocking nerve signals based on Laz's medical understanding of the target, causing the target to feel drowsy and sluggish eventually falling to a paralyzed state. Alternatively, Laz can order a massive neural assault, which will incapacitate immediately if successful.
Laz's greater understanding and control afforded by his research and his MMI has allowed him to refine delivery to individual guided motes, rather than a crude dart. This allows him to focus everything on shutting down his foes before they can do harm to those around him, as well as freeing him from the mental strain of maintaining the lock. The cost of this lesser concentration is that without the overdosing attempt, targets are effectively dosed with melatonin rather than sedative.
Spend an Action. Select a Living target within 30 feet. Roll Intellect + Medicine at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 minutes, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Contested Outcome x 3 minutes. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.
This Gift's Cost is capped at 2 and cannot be increased further.
The magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
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.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.