Steam starts to pour from Allister's frame as compartments all across his body opens to reveal a number of bronze wind up mouse dolls with biker jackets. These dolls explode forth with speed seeming to be rocket propelled and begin to work on fixing the target with little welding tools and sometimes wedging them selves into place to replace parts. All the while Allister is managing the crew with a Etch-A-Sketch computer screen that flips out from his right arm.
Exert your Mind and spend 1 Action. Select a Non-Living or Animate target within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you 1. More than half the target object must be present in order to begin repairs. Roll Intellect + Crafts at Difficulty 6 (or 8 for Sapient targets).
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.
If you are successful in repairing a Sapient Object, a single Injury on the target is reduced in Severity by your Outcome.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Penalty ever exceeds 5.
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.
Taki places his hand over the recently deceased and utters an word under his breath. Then, an unholy symbol appears beneath the deceased as a banshee shrill echoes across the souls of all who witness this profane ritual. The corpse would then rise as a servant to their new master.
Exert your Mind and spend an Action. Select a Dead target within arm's reach that has died within the last month.
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 one hour 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the corpse reanimated in a blinding flash of unholy magic. A pentagram appears below the corpse as they are restored to a state of unlife. All who see this hear a banshee like shrill through their soul as this abhorant act is preformed.
Dorris is able to use some of his wooden exterior in order to heal a target.
Exert your Mind and spend 15 minutes. 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 Charisma + Performance 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.
I prepare my tools methodically, right to left in the order im going to use them. I do this slowly and caring and then I manipulate the lock as if i were going to save its life with fine surgery
The result of self taught skills is this. Could it be done faster? Yes. But be sure it can't be done better
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. You must actively and obviously use Lock picking tools to activate this Effect.
You may lock, unlock, and/or open your target.
Driven by his cursed connection to time, Grognar slashes with his weapon, ripping open a jagged tear in space. Blood pours from the wound as time distorts around it, flickering between past and future. This gift, borne from his unnatural travels, comes at great cost. The rift twists with painful echoes of his regrets, and anyone witnessing the scene feels a chilling sense of the temporal chaos he endures.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight. You must actively and obviously use His Axe to activate this Effect.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait 1 full Round before activating this Effect again.
You may also Exert your Mind and spend an Action to Travel in a random direction without any knowledge of an endpoint or destination. Roll Brawn/Melee at Difficulty 6 to safely arrive without any consequences.
When you Travel, you leave Grognar leaves a shifting, blood-red afterimage in his wake, flickering like a torn fragment of reality itself. as a distinct trail between your starting and end points.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Grognar slashes the fabric of space, a grotesque tear opening, with blood oozing from the wound in reality itself..
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.
Carter has learned how to empower contracts with his written word.
You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Increase your sacrificial Injury's Severity by 1 and all participants must sign thier names with the qill to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture 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.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. 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.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
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.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.
The mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The Future Soldier learned to create foam grenades in their own time period, and they still can, kinda. They look like glowing orange capsules with a rugged rubberized grip. When thrown, they burst into a splash of expanding neon orange foam. The foam hardens in seconds, severely hampering the movement of anyone unlucky enough to have been splashed. Those affected may use their hands or weapons to hack away at the foam and free themselves.
Occasionally, the fuses on these bootleg grenades fails, and they go off immediately.
Spend an Action and use up this small metallic grenade with pin (unless you succeed on 1d10, Difficulty 7). Make a thrown Attack at a Location within normal Attack range. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you are hit as it activates immediately at your present location. The target may roll to dodge or Defend, as normal for thrown Attacks. The Attack itself does not deal any Damage beyond the Effect.
If you succeed, all affected targets will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but are reduced to ¼ of their movement speed.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of Damage equal to twice the original Contested Outcome. Damage from multiple attacks is cumulative and stacks linearly.