A golden Lotus pattern begins revolving in Amarjeet's eyes. After the Hack is completed, an identical pattern will be displayed somewhere on the UI of the affected device.
The Lotus III implant has been upgraded. Sophisticated decryption & code-breaking software is pre-loaded into the implant, optimized to synchronize with the end-user's conscious attempts to crack security systems. Capable of defeating the most sophisticated systems in moments, use of this feature causes the user's eyes to display the familiar Lotus Logo as a revolving pattern on the iris. Additionally, in what we consider to be a win for our marketing team, any device compromised by our software will display our Lotus Logo in system - all the better to alert potential clients of system vulnerabilities.
Operating the system linkage on a regular basis has been proven to damage the optic nerves: always use caution when operating prototype cybernetics.
Exert your Mind and spend 1 Action. Select a Computer within 300 feet. Can be used on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you go Blind. 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 Lotus Logo in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
On activation when Maze is struck by an attack or an effect tries to target him floating text will pop up above his head stating "Immune" as the attack seemingly has no effect and bounces off harmlessly.
Exert your Mind and spend an Action or Reaction. This Effect cannot be used unless Atlas is active. You must actively and obviously use Rangers Cloak to activate this Effect.
You phase out of reality for up to 10 minutes. During this time, you cannot affect the outside world (other than non-combat Actions using your hands, at +2 Difficulty) or take any Actions. You may move as normal while phased out. You may pass through walls and "climb" up and down through solid material at normal climbing speeds. Nothing can interact with you in any way.
When you phase out, you may bring up to 2 additional target in arm's reach with you.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a solid after image at your location.
The necromancer places his hands on the corpse, mumbles something under his breath, then a transparent figure can be seen slowly being dragged to the body of the deceased.
Exert your Mind (unless you win a coin flip) and spend an Action to activate. Select a Dead target within arm's reach that has died within the last month.
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 the next day 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 all their Abilities set to 0. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the transparent, screaming soul of the deceased entering the corpse.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Penalty ever exceeds 5.
Mama instantly gives the target... The Look. which them a spotlight is shined upon them. If they don't manage to dodge or defend against it, the spotlight flashes as if there are cameras in the area, hurting the target with focused light.
Spend an Action. Select a Living target within 45 feet. You must actively and obviously use Sunglasses to activate this Effect. Roll Charisma + 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 4.
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.
This Gift's Cost is capped at 2 and cannot be increased further.
He's a fucking Meth Golem
You gain the following benefits at all times.
Your Brawn rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You weigh at least 2500 pounds. All rolls to swim, jump, climb, or fly are made at +2 Difficulty. Many vehicles, structures, and similar have trouble supporting your weight and might break or not operate properly.
You also gain the following effects:
Dr. Gunderson since his introduction to the scp 999 genome has expressed increased ability to perform medical trearments and their effects.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You cannot target yourself. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. 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.
This Effect is not obvious, and the only sign you are using an Effect is He uses medical supplies. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat 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.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
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 psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.