Upon taking a bite of the meatball, the user (beside it tasting really good) will have to throw it as far as possible as it starts hissing from where the bite is. Upon being thrown, the meatball starts to spin, the juices spinning around and shooting everywhere creating this almost seemingly perfect circle. Those with quick intuition or are used to this item will know, that's the distance it will explode from just how hot and steamy this meatball is. Upon which, it will explode into a mass of steam that ignites object around, chunks of the meatball are strewn about before it burns away leaving almost no traces before the strong smell of a meatball.
Spend an Action and use up this Meatball. Select a Location no further than 40 feet from you and in your line of sight. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll 11 dice Difficulty 6, dice penalties do not apply. 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 the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this Damage.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
Interweaves with the energy of an object to see if it has any supernatural properties and its purpose
Spend a minute. Select a target Object within arm's reach. You must actively and obviously use Notebook of occult knowlege to activate this Effect. At the end of your investigation, roll Perception + Occult at Difficulty 6.
You learn all the following information about your target:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see rotten tentacles spread out of his arm and wrap around the object.
This Gift's Cost is capped at 2 and cannot be increased further.
Sister Mary completed another task from God and rather then receiving a gift she received another task. She is tasked with healing the sick of the world. She goes to the Vatican to submit herself and serve the church.
Exert your Mind and spend 15 minutes to activate. Select a Living target within arm's reach. Your target takes a Severity 1 Injury. You must actively and obviously use A Cross to activate this Effect.
You may cure any any number of diseases or poisons afflicting your target even if you have not diagnosed or fully understood them. 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.
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.
Be it a mobile phone, desktop, vending machine, somehow if the OS can be on a machine it will be when Eun-Ha interacts with it. Even if the device wasn't originally hers or in her possession long enough for her to have downloaded or uploaded it.
As it can only work on Leng system locale it will automatically change the locale of any system it interacts with before any command is issued. Afterwards any machine or device within 300 feet is beholden to the system. No exceptions. Except for those most alien for now...
Exert your Mind and spend 1 minute. Select a Device within 300 feet. Does not work on Alien technology. You must actively and obviously use an electronic device capable of some form of internet or networking to activate this Effect. 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.
You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously. Only works on Computers.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Every hack you make leaves behind an impossible locale in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
Keith Nightly plays a musical instrument, and the heart and soul poured into his performance sways his target to fulfil a subliminal message put into the music.
Uses Music
Exert your Mind and spend at least one Action to activate. Select a Sapient target within 20 feet. You must actively and obviously use Musical Instrument to activate this Effect. Communicate a command to your target. Roll Charisma + Performance 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-endangering or 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 have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.
She summons a scythe made of immaterial blue energy, you can almost see the night sky in her hands, She slashes forth with the scythe.
Exert your Mind and spend an Action to activate. Select a target within arm's reach. Roll Intellect + Performance 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. Armor is fully effective against this damage.
Injuries caused by this Effect do not heal naturally. They can be Stabilized, but will not reduce in Severity unless they are healed through an Effect or some sort of supernatural ability.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
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 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.
This Gift's Cost is capped at 2 and cannot be increased further.
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
EzFake is an app that appears on any cell phone the influencer holds as long as they are holding it. The influencer need only make a selection and focus their will to project a lifelike forgery into the world in front of them. It may be an object, a creature, or even a specific person, and they can speak and make sounds as well.
The Influencer gets ready to film, and focuses fully on getting a good shot. After all, no video doctoring software can compete with a real life forgery which can be filmed from any number of directions by anyone's camera and appear legitimate.
Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their hearing, smell, and 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 can choose to perceive it or not at will.
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 beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
The seasoned necromancer's darkest art spits in the face of the natural order. Given sufficient preparation, they may temporarily revive any dead individual.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may only use this Effect once per day.