Nathan focuses on a reflective object, particularly its reflective nature, and pushes it out, molding it around him. The object loses its capability to reflect while all nearby reflections reflect a double overlaid on top of Nathan.
Any attacks are turned back and instead aim for the attacker.
Exert your Mind and spend an Action. Select a Animate target within arm's reach. You must actively and obviously use a non-organic reflective object to activate this Effect. Roll Intellect + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 4 Damage. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Hupert takes a empty casing from his necklace and loads it into his weapon before firing from the hip.
Spend an Action. Select a target within 300 feet. Roll Dexterity + Firearms 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 2.
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.
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.
This Gift's Cost is capped at 2 and cannot be increased further.
Allister deftly manipulates a compact wrist-mounted device, adorned with intricate gears and a glass screen coated in shimmering aluminum powder. As he inputs the desired manufacturing instructions, the powder on the screen levitates, forming a detailed 3D image depicting the re/deconstruction process. With a precise metallic gear slotted into the device, engraved with specific machining instructions, a series of bronze clockwork arms materialize from ethereal blue rifts in reality. These mechanical arms begin the systematic process of modifying the target's body, akin to an assembly line in action.
Exert your Mind and Spend an Action. Select a Living or Animate target within arm's reach. You may select a target at any range if you use up Something the target created with purpose. of the target. You must use up Engraved Metallic gear in order to activate this Effect. Roll Intellect + Crafts at Difficulty 6. The target may roll Body, 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:
When you Full Polymorph a target, you may transform them into an inanimate object.
If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
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.
The Battle Scars you inflict manifest over the course of the next minute.
As River runs a finger over their ring and suggests a course of action, the person they’re talking to finds that it sounds like one of the best ideas they’ve ever heard. They might even find themselves wanting to please River, wanting to impress them. Something in River’s brain squirms, happily, wriggling its way in just a little bit farther.
The parasite that’s worked into River’s brain has psychic potential that they’re only barely beginning to understand, but it loves their natural charisma. Tips at the coffee shop have never been better.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. You must actively and obviously use a shiny ring to activate this Effect. Your target may be actively 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 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.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
A brown potion. Standard tiny glass material. The most common use is to throw a potion of sickness at the target and let the enervating effects take place.
Spend an Action and use up this potion. Select a Living target within 25 feet. Roll 7 dice Difficulty 6, dice penalties do not apply. Your target may resist by rolling Body at Difficulty 8.
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 drinking fruit juice.
Dr. Mikel is a master of poisons and contains a wealth of knowledge about nearly all human illnesses and diseases. As long as he can diagnose a poison or disease, and as long as the patient before him as at least consumed an apple's worth of calories, he can alter the chemical components and corresponding toxicity of any drug he has on hand, to suit his purposes. The whole process takes about one minute, after which the patient must down the entire bottle of drugs. They are immediately cured.
Spend 1 minute. Select a Living target within arm's reach. This Effect cannot be used unless the target has consumed at least one apple's worth of calories in the past hour. You must use up a bottle of analgesics, antipyretics, antihistamines, antibiotics, antimalarial, antiviral or antidiarrheal medication in order to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target so long as you have fully diagnosed or 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. Your patient is required to drink a liter of water per day, and abstain from soft drinks, smoking and alcohol for the next month. If they violate this rule, your treatment is immediately reversed.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
This Gift's Cost is capped at 2 and cannot be increased further.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
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.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll Intellect + 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.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
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 Non-Alien door, container, knot, or lock within arm's reach. 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.