There are few visual cues; however, the target gets a cold, uneasy feeling like they are being watched. The feeling is of something angry at them and themselves. Almost shameful. Meanwhile, the closest duelling pistol or smoothbore flintlock will unlatch or float from wherever it is and start moving toward the target at supernatural speed. Charging and holding the gun, a ghost-like figure will flicker in and out, looking like a slender, frail woman. She looks like a woman of solid noble heritage. She will rush forward until she gets right in front of you. She will put a traditional duelling pistol against the chest right in front of the target's heart before firing.
Exert your Mind and spend an Action. Select a Living target within 45 feet. You must actively and obviously use Model Dueling Pistol or other Smooth Bore Pistol to activate this Effect. Roll Charisma + Influence Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. 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.
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.
Barry looks into a mirror, and sees his target reflected in it. Through the mirror, their past plays out, vague, but with enough detail to identify things like name, age, and place of origin.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You must actively and obviously use a Mirror to activate this Effect. At the end of your investigation, roll Intellect + Occult 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.
Mimikao holds out a hand, the chains on his arm bangle glowing slightly, as the shadows of his target reaching up towards them, as the target hears whispering in their own head, calling out for them to "Join the Dark", the whispers include the voices of their friends, family, and even their own, which is the loudest.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. You must actively and obviously use Chained arm bangles to activate this Effect. Roll intellect / occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain Fear of the Dark: You are utterly terrified of darkness. You must succeed a Self-Control roll in order to leave a well-lit area. If you fail, you may Exert your Mind to face your fear. Take a Mind Damage if you are ever surprised while it’s dark. as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Mummies as they return back to the mortal world begin to reclaim their spirit and use the world around them to evoke their inner strength. A bit of dust begins to swirl around the target and then beetles and flies begin to make a circle to protect them. This affect drains the user and calling upon the forces of nature make any one tired.
chimalli means to protect https://www.mexicolore.co.uk/aztecs/ask-us/aztec-symbol-for-protector
Brian now has a new tattoo on his chest that shows as Aztec shield/protector.
Exert your Mind and spend an Action or Reaction to activate. Select a Animate target within 20 feet. Roll Intellect + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome 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, and is treated like Armor by any effects such as Armor Penetration. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see swarms of flies and beetles.
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.
Clutch a rosary to your chest, raise a trembling hand - the birds falter off with odd disquiet.
Give sermon. Exhort His praise. Scream out His name, scream in garbled tongues through crackling interference.
Let no one doubt Your Word of Burning Skies. Not even yourself.
How blessed is the man who fears always,
But he who hardens his heart will fall into calamity.
Spend an Action to activate. Select a number of Living targets equal to your Charisma within 45 feet. You must actively and obviously use a beaded Rosary to activate this Effect. Roll Charisma + Occult at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by Deific Terror / "God Fearing". They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
This Gift's Cost is capped at 2 and cannot be increased further.
If any affected target takes or deals Damage, this Effect ends.
Faira knows her cars. And knows how people treat them, and her ties to the magic of the road can sometimes let her know things she shouldn't simply by feeling the spirit of the vehicle.
Exert your Mind (unless you have a chance to touch, caress, and otherwise spend a potentially awkward moment felling the vehicle) and spend a minute. Select a Land vehicles within arm's reach. At the end of your investigation, roll Perception + Drive at Difficulty 6.
You learn all the following information about your target:
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 spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a target within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can hear and see through the ward as though you were standing at its location. You may have at most 1 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
The mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Take a Severity-1 Injury and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of minutes equal to the Contested Outcome. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body. Otherwise, they may Exert their Mind to evict you from their body.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).