The jester takes it’s lute and strums methodically, creating a sound that shouldn’t come from the movement of it’s fingers.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within 45 feet. This Effect cannot be used unless you roll a difficulty 8 charisma+performance roll.. You must actively and obviously use A type of musical instrument, preferably a lute. to activate this Effect. Roll Charisma + Performance Difficulty 6. The target may contest by rolling Mind, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. fully effective
Injuries caused by this Effect can be Stabilized but do not heal naturally. Any Effect that would heal them has its effectiveness reduced by 2 Severity Levels, to a minimum of 1 Severity level of healing.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
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.
If you successfully hit a target with this Effect, the value of any Armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.
If the target takes damage from this Effect, they will receive at least a Minor Battle Scar regardless of the Severity of their Injury. The specifics of the scar are up to GM's discretion.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see A harsh, otherworldly yield of sounds..
green flame erupts from this wand and is used to defend Ferb.
Spend an Action to activate. Select a target within 45 feet. Roll Perception + 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 3. Armor is reduced to 1/2, rounded down against this damage.
This Gift's Cost is capped at 2 and cannot be increased further.
Like cards, Chance marks a target to keep track of. The card shark needs to find his fish, after all. Once a target is chosen, he reflectively does a bit of sleight-of-hand, mimicking the motions of applying juice daub onto a card, then it's hook, line and sinker, as images of where the targets are fill his head.
Spend an Action. Select a target within 20 feet.
Your target is marked with an unusually reflective spot. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for an hour, or until either the mark is removed, or you choose to end the Effect. You can have up to 3 marks active.
You receive +2 dice to any rolls made against a marked target.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Requires conversation and focus, but momma Ettu can add weight to her words.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. 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 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.
You must maintain Concentration while your command is being carried out. If you break Concentration, any active suggestions you have issued will end.
You pick up your opponent and smash them upon the ground using the side of your body, dangerously close to the floor and opponent yourself.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you ouchie to your head!!. Roll Brawn + Alertness at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll Brawn + Alertness at Difficulty 7. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
David walks between the tombstones, and as he does, the air gets darker, heavier. He walks in a realm of sand and bone as the sights of the modern world fade away, only graves and the souls of the dead wandering the sands. Following a voice only he can hear (‘find me’), David seeks out one particular tomb among the sprawling sands. When he finds it, he enters inside, and depending on how the voice he can hear reacts, appears either above or below the tomb, either unharmed or buried alive. This was how it worked before David learned the terrain. Having wandered through the realms of death for some time now, David has started to learn which tombs to avoid, and when the voice is calling him into cursed ground. He no longer is misread by its occasional attempts to lead him astray.
To outside observers, this effect appears as a sand crusted bony limb reaching out of the grave or tomb to pull David within it in a whirling rush of sand. At the other targeted grave (or other targeted point if not using Spirit Paths), if all goes well, Vance appears rising from the grave, covered in a light dusting of sand and bone dust.
As David walks a Realm of the Dead, their voices cry out to him. “Find us.” “Find us.” “Gorgonsire, find us”. On the whisper of the wind he can almost hear a Medusa’s dying words, locked in time and sand and wreathed in bone as its head topples from its shoulders.
“Find me”
And yet for now, the echoed voice goes unanswered.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight.
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.
If you traverse any Grave/Tomb for one minute, you may activate this Effect and travel to the edge of any other Grave/Tomb that you’re aware of, regardless of range.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
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.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully 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.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + 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.
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
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's Cost is capped at 2 and cannot be increased further.