Looking through a mirrored surface, the reflection shimmers and changes, showing Barry another place, from a perspective very similar to his own.
Exert your Mind and spend an Action. Select a target Location within 75 feet. You must actively and obviously use A Mirrored Surface to activate this Effect.
You may perceive things as if you were standing at that Location for the next 30 minutes. You may move your senses back and forth between your projected location and your real location without prematurely ending the effect. You may only have one projected location active at a time.
A large black inky mass of mouths appear from Lacey's body, disfiguring his body itself briefly while the effect is being activated, and attempts to bite the victim of the attack.
Exert your Mind and spend an Action. Select a target within 50 feet. Roll Brawn + Occult 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.
Any Injury inflicted is considered Unstabilized no matter its Severity. The roll required to Stabilize it is treated as though it is a minimum of Severity 6. These wounds do not heal naturally, though Effects may still be used to heal them.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see foul creature with many a mouth.
Ramsey opens his third eye and projects his mind into his target, allowing him to learn things about a person. Instead of learning these things directly, he instead writes it down on his paper and can read them after he returns.
Spend an Action. Select a Sapient target within 20 feet. You must actively and obviously use pen and paper to activate this Effect. Make a Trauma roll when you activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see an eye opens from the scar on the back of his head.
This Gift's Cost is capped at 2 and cannot be increased further.
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.
A small piece of paper with the cult's ritualistic circle drawn on it. Upon use a black tentacle lashes out violently, when it touches walls or other objects it turns soft, and does not damage them, when it hits people the limb turns hard, it can cut their skin like a blade or knock them backwards with brute force, after it strikes the tentacle like a measuring tape goes back into the paper then the paper burns up
Spend an Action and use up this a small piece of paper with a ritualistic circle on it. Select a Living target within 45 feet. Roll 7 dice Difficulty 6, dice penalties do not apply. 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.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
The rod glows with red light, and the injury being targeted glows the same color.
The one who wields it feels the power of the symbol of Asclepius compel them to move towards the compulsions of the Hippocratic oath.
If the target is dead, and the wound is treated by this, the wound is restored.
The rod is focused on the wound in question. The participant gets a deep sense of the wound, and can stitch together flesh, and restore lost blood.
This rod was made by drawing on the symbolic power of the Asclepius, and the promises and powers inherent in that symbol.
The ritual making it involves
- The symbol of the Asclepius
- The Hippocratic oath
- Several references to healing miracles
- Images of people whose lives have been saved by the wielder
The ritual leans heavily on the power, and obligations associated with the Hippocratic oath. It forces the wielder to adopt the tenants and behaviors associated with healers and doctors in the shared cultural understanding.
Do no harm.
Help all who come.
The power of this rod draws on the individual, and when reversing the pain forces the user to experience it.
Exert your Mind and spend 2 Actions. Select a Living or Dead target within arm's reach. When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Weak Stomach: The rod draws on the vitality of the one wielding it, causing them to have strong reactions to smells.. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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.
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: Passivist: You must make a self control roll to directly attack anyone in a way which will cause harm and Committed to life: Whenever you see someone die, who you could bring back to life, you must make a self control roll to not immediately attempt to save them using this rod. This is rolled every someone dies near you. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You rush at the target, punching them several times before issuing a final blow.
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 You fail the deliver the punches... Roll Brawn + Brawl 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 6. Armor is fully effective against this damage.
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.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
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 Contested 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.