The next in Louis's foray into computer science is a little cartridge for his SEAL units. Simply retrieve one from your pack, and slam it into the machine and it'll perform an automated hack of the targeted device! Though fingers that are too fast may find themselves encountering a slight bug, as mashing the input as you input the cartridge has been known to cause the device to encounter a null error and hack itself, but, we promise we're working on that!
Exert your Mind and spend 1 minute. Select a Computer within 20 feet. Does not work on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you disable the artifact for a downtime as it hacks itself.. Roll Dexterity + 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.
Every hack you make leaves behind A gif of a seal clapping and arfing. in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
I need to focus entirely on the object of my reanimation and calmly chant a long prayer to Undeath whilst stabbing the conduit blade with both of my hands into the heart, or where the heart would be and keep the conduit blade in place until the finishing the prayer at which point the effect will take place signified externally by a flash of light from the would be eyes and chest of the body.
Exert your Mind and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must actively and obviously use a conduit blade, such as a sacrifical dagger to activate this Effect.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for the next day or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
Jeremy started in cold calls and now he is handling business meetings and all in between. However now he skips numbers and simoly calls people by name.
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 must actively and obviously use Cellphone to activate this Effect.
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.
Minerva lets out a breath and places a hand gently on her target. Clearing her thoughts, she slips into their dreams, and then deeper, walking into the vault that is their mind, and into the archives of memory. It's hard to make new entries, really hard. Much easier to just remove them. But things are not so easily removed, either. Just misfiled. She knows how to both misfile and correct such misfilings.
Exert your Mind and spend 15 minutes. Select a Sapient target within arm's reach. You must actively and obviously use silver fox pendant 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 at Difficulty 6. The target may resist by rolling Mind at Difficulty 8.
If the contested Outcome is positive, the most recent 1 minute from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”). You may also choose to only alter a single specific detail rather than an entire period, such as a password, phone number, directions, or you may remove all knowledge of one specific thing, regardless of time period, such as a loved one, a location, a prized possession, etc.
You may use this Power to detect and repair any altered memories in the Target's mind.
Affected targets will invent new memories to justify the inconsistencies. For instance, if their memory was altered to include a new friend they don’t have, they may invent further memories of meeting that friend, spending time with them, etc.
Cahara investigates the area , stopping once in a while as if she was listening to some one talking to her.
People standing right next to Cahara will hear quiet whispers but won’t be able to understand what is being said to Cahara.
Raise the hair on your neck. Tune in to the city.
Cool for: City Lovers, The Wisest of the Street Wise, The Genuinely Supra-Natural
Shivers come when the temperature drops and you become more keenly aware of your surroundings. It enables you to hear the city itself, to truly belong to the streets. It is a supra-natural ability; old wrongs play out in present time, scenes across the city happen in front of you. But who is speaking to you?
At high levels, Shivers may make you seem mad to the outside world – as you listen to the city, you don’t listen to others. Your superiors may begin to worry. With a low Shivers, though you will seldom hear the city speaking to you – and if you cannot hear it, how can you ever save it?
Spend a half hour. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn the following information about the area:
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same area more than once per day.
Plant matter is sprinkled on in a double helix pattern over of the targeted object, sprouting into a bush bearing orange eye like fruit that Devonia eats to learn about the potentially alien nature of the object, and how that alien nature manifests and how it may be channeled to the target
Exert your Mind and spend a minute. Select a target Object within arm's reach. You must use up a pound of Plant matter in order to activate this Effect. At the end of your investigation, roll Brawn + Alertness at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
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.