With a little touch of mania, and a little request for power beyond the standard pale from a harbinger with a sense of humor. Dominic has gained access to a new function thanks to a new lobe inside his brain that with the help of any device with a touch screen he may edit the world around him with a simple flick of his wrist he can edit the people who find themselves within it's sights. Childishly malicious as Dominic is, such alterations are also never helpful. Though the energy that facilitates such changes fades and thus things tend to revert in about a month once afflicted.
Exert your Mind and Spend an Action. Select a Living or Animate target within 20 feet. You may select a target at any range if you use up A unique digital identifier of the target. You must actively and obviously use A touch screen device to activate this Effect. Roll Intellect + Technology 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 Can only perform changes one could make in a character creator.
Your alteration "heals" over the course of the next month, after which it is fully cured.
His cheerful makeup paints an exaggerated grin across his face, with rosy cheeks and wide, innocent eyes. However, beneath the happy exterior, his smile stretches unnaturally, and from deep within him, distorted childlike screams tear through the air. Black bile drips from his mouth, staining his suit as his hands tremble around the microphone. The air around him seems to vibrate with the screams, while ghostly, mangled figures of children flicker in and out of sight. His laughter is hollow and unsettling, making his joyful appearance all the more disturbing.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Charisma + Influence Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, your target will take 2 points of Mind Damage and gains two new Traumas of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
these Traumas may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Boogars grips the microphone, his mouth twitching into an exaggerated grin. As he cracks a joke, the sound of childlike screams bursts from within him—distorted, choking cries that seem to tear at his insides. His eyes roll back, and thick black bile spills from his lips, dripping onto his costume. The air around him grows cold, and the screams echo louder, as if trapped souls are trying to claw their way out of his body. His body jerks unnaturally with every laugh, and his voice warps into a grotesque, mocking rasp, drowning out the desperate wails of the children who flicker like ghosts around him. Each breath he takes is another scream, each movement a twisted mockery of joy..
Possession of this Power grants the following Trauma at all times: Faces in the Dark and Compulsive Mockery.
The user pulls out their phone, tapping a few times and idly scrolling as they nod and attend to the conversation. Even if they follow the conversation and contribute, it is clear that their attention is divided.
The Tea Time App appears on any cell phone that the contractor is currently using. The user must access the app while within 100 feet of the target. This app displays anything the user would perceive as a slight against them committed by the target. It also displays where damning evidence of their crimes can be found, personal weaknesses, as well as their most valued possessions, assets, etc, and where they can be located. All of this information is downloaded to the user's cell phone, and is updated in real time.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up Photo of the target. You must actively and obviously use your cellphone to activate this Effect. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
A modified MK 22 pistol. The navy's mainstay sidearm comes equipped with a contoured grip, iron sights, and a rugged design intended to survive all manner of environmental conditions. The special suppressor on the end makes this modified pistol whisper quiet at the cost of stopping power, and penetration. The modified hush puppy delivers a designer cocktail of tranquilizers to induce rapid unconsciousness.
Spend an Action. Select a Living target within 30 feet. Roll Dexterity + Firearms at Difficulty 6. Affected targets may resist by rolling Body at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of 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 cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Mercenary's Code: Roll self control to ever leave a ally behind.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Patrick O’Neal’s leprechaun blood has always whispered to him about the essence of others—the spark that makes them special. Now, his connection to the mystical world has sharpened into a sinister ability: the power to strip away that spark entirely.
When Patrick snaps his fingers, a shimmering golden thread, invisible to most, coils from his target to him. It pulses as he steals what makes them extraordinary, leaving them hollow and utterly ordinary. To the victim, the transformation begins as a growing sense of discomfort, their body feeling heavier, weaker, more mundane. Within hours, they realize their unique traits—their speed, their charm, their brilliance—are slipping away like water through their fingers.
This affliction isn’t merely a theft; it’s a contagion. Those who touch the afflicted find themselves slowly drained of their own spark, creating a ripple of mundanity that could decimate a community. The only way to undo it is through an act of desperation: ending another life to reclaim what was lost.
Patrick doesn’t just take their uniqueness—he feels it, reveling in the thrill of his theft. To him, their spark is a fleeting taste of something forbidden, fueling his own ambitions for greatness. He has learned that everyone, no matter how unique, is vulnerable to his reach. In his mind, he’s not just a thief; he’s a reclaimer, a force of balance in a world of overpowered fools.
This power reinforces Patrick’s cunning, greed, and the darker side of his leprechaun blood. It ties his thievery directly to his mystical heritage and makes him a truly terrifying opponent.
Only effects passive effects from physiology, and doesn’t reduce character abilities or stats to below what they would be as a mundane
1. Loss of Gifts: Any supernatural or extraordinary powers are suppressed, leaving the target without access to their abilities. This includes:
• innate talents from not being a normal human
• Enhanced physical traits from not being a normal human (e.g., super strength, speed, or durability).
• Innate resistances from not being a normal human(e.g., immunity to poisons, diseases, or environmental effects).
2. Stat Changes:
• Body: Drops to the average human range (typically 2).
• Dexterity and Brawn: Lowered to average human capacity.
• Intellect and Charisma: Supernatural mental or social capabilities fade, leaving the target as unremarkable as an average person.
Exert your Mind and spend an Action. Select a Living target within 25 feet. Roll Dexterity + Thievery 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 9, and can be cured by Find a Four Leaf Clover. Gifts or supernatural Effects and Powers which would cure or prevent this affliction do not cure or prevent it, but instead offer a clear diagnosis and provide information regarding the method of treatment without requiring a diagnosis roll.
This Effect is not obvious, and the only sign you are using an Effect is Patrick snaps his fingers. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You may only use this Effect once per day.
CLAK CLAK CLAK CLAK
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within 45 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Fucked up!! severity 4!!. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
If the target receives an Injury, they are knocked back 5 * Severity feet.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see very scary, claw looks very sharp..
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands 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 target 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 target, you must succeed a contested Intellect + (Culture or Influence) roll.
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.
Increase your sacrificial Injury's Severity by 1 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.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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:
You cannot investigate the same area more than once per day.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
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 are speaking to multiple people and the target is listening.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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.