LEGO studs, except they're toy knives instead.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. While incapacitated, you can take one Action per minute, starting one minute after you were incapacitated. Your body leaves behind a token. You remain incapacitated until the following ritual is performed with the token: Place my lifesized statue of Purple Guy in the middle of my corpse and play "FNAF Mysteries SOLVED" (both parts) by Game Theory on loop until revived.
If, while you are unconscious, your wound level rises above your rating in Body + ________, or if you take an Injury with Severity greater than your rating in ________, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
The new race is programmed to not feel pain, and always be focused. Jacko, unfortunately forgets this programming, and has to struggle a little to turn it back on.
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
Cássio draws the focus card from the deck and focuses, closing his eyes. The card then bursts into shadow flame and "slots" itself into the ground, letting out a wave of arcane energy that resonates with the Veil in the target radius. Cássio then opens his eyes, which have turned pitch black, and is able to sense the impressions upon the veil where spirits have departed this realm, as well as disturbances caused by sources of otherworldly energy. Opening one's mind to this much otherworldly information at once can be dangerous, and Cássio needs to steel himself lest he be overwhelmed by the pain of the deceased.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet You must actively and obviously use a tarot card (II - The High Priestess) to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Charisma + Occult at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
....
Exert your Mind and spend one minute.
You automatically detect the closest of any roads within 10 miles of you for the next hour. You have a clear sense of both the distance and direction towards the detected item. You do not learn any details about the detected items.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
placeholder
Exert your Mind and spend an Action. Select a Creature within 20 feet. This Effect cannot be used unless felines.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.
Sapient targets can resist by rolling Mind at Difficulty 6.
If you use this Effect on the same Creature two days in a row, the effect lasts indefinitely.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
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.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at 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 activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
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.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).