When you yourself are a temporal anomaly, focusing the energy within your body into a strike can cause peculiar effects. The objects that are touched by the caveman actively progress backwards through their technological timeline, and objects without any are simply reduced to dust as their formative events are reversed. What is scariest about this is that the caveman only seems to need to strike the target in question to deliver the effect, though it does seem to require a great deal of focus and temporal energy has been observed congregating around his hands before he executes such a strike.
Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within arm's reach no larger than an SUV (4,000 liters). You must actively and obviously use A time piece to activate this Effect. Roll Brawn + Brawl 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.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
If you have access to the remains of an object you had previously damaged or destroyed, you may spend an Action to un-destroy it.
Vines reach up of their own accord and wrap around the target, pinning them in place.
Exert your Mind and spend an Action. Select a target within 45 feet. You must actively and obviously use vines to activate this Effect. Roll Brawn + Alertness at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be pushed or pulled towards a surface within 45 feet and is restricted at that location by a physical, tangible binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Brawn, they are encased and cannot take any physical Actions other than attempting to escape until they break free.
The target may spend an Action and roll Brawn or Dexterity + Athletics to attempt to break free. They must accumulate a total Outcome equal to or greater than the original Contested Outcome to escape. Damage to the binding from outside sources also contributes.
You may use this Effect as a Reaction to contest any physical Action a target is taking. Excess Outcome does not restrict the target. This interrupts Concentration.
If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.
Somm gazes through the spirit veil, utilizing the boundary between worlds as a "cheat sheet" for X-ray. Unfortunately, his gaze manifests as a ghost orb in the psychical plane: a small ball of light which floats around eerily.
Exert your Mind and spend an Action to activate.
You may perceive things through Sight within 50 feet of you as though there were no walls or obstacles blocking your view for the next five minutes.
This Effect is not obvious, and the only sign you are using an Effect is the reflection of a bright orb in his eyes, floating around.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Any Perception rolls made through obstacles are rolled at +1 Difficulty.
You create a visible manifestation at the Location where your senses are projected which looks like a ghost orb.
Momma Ettu pulls out the artifact, holding it gently in her palm, as she mumbles oy, it was a near miss... Staring at the eye, she reaches out into the air to grasp something unseen. it doesn't look different from a mime and his invisible rope, leading to the target if it weren't for the eye flicking around in her palm, as if looking around quickly before guiding Ettu do her goal.
She visibly grabs the invisible string, and aims it at the person- manipulating the strings of fate that link the injury to the target's 'destiny'.
Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. If a target does not consent to the transfer, you must roll Perception + Occult at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer between your two targets:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
the Bible in his hands begins to glow with an ethereal golden light, its edges shimmering like the dawn breaking through stained glass. As he opens its pages, the light intensifies, casting warm, dancing rays across the room. He places his hand gently on the person’s forehead, and the golden light flows from the Bible into his palm, then travels like liquid sunlight into the person's mind.
Exert your Mind to activate. Select a Living or Animate target within arm's reach. You cannot target yourself. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Influence at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Your patient is required to Follow the 10 Commandments for the next month. If they violate this rule, your treatment is immediately reversed.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
Possession of this Power grants the following Battle Scar: Shoulder Subluxation.
In just few moments of reading this book, its enough for listeners to comprehend 3 pages worth of mind numbingly boring information that brings about feelings of intense drowsiness.
This classic book tells the story of the development of Income Tax from its beginning in 1799 to the present day and relates it to the social, economic and political history of the period.
There have been studies of Income Tax at various stages in its growth; studies of finance and taxation in general in which Income Tax has been closely concerned; studies too of some of the Chancellors of the Exchequer who have made significant contributions to the Income Tax system; but this is the first time an attempt has been made to encompass the whole 160 years or so of its life in one volume.
And a fascinating story it is too when set in perspective. The author shows how Income Tax was introduced to finance the Napoleonic Wars, how it was revived by Peel to pay for Free Trade, and how it underwrote Victorian prosperity and confidence. He then describes its immense expansion through two World Wars to its present position as a dominant feature of British finance. This book was first published in 1966.
Spend an Action. Select a Living target within 30 feet. Roll Intellect + Culture at Difficulty 6. Affected targets may resist by rolling Mind 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.
This Gift's Cost is capped at 2 and cannot be increased further.
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
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 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.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.