Dr. Freeman engages in an invasive regimen of humor-balancing. Sometimes this means forcing his patient to consume vile mixtures of herbs and minerals, other times, using drugs to induce violent fits of vomiting. No matter the rest of the treatment, he always performs bloodletting, opening a vein to drain a significant amount of blood. The fluids drained this way are streaked with sickening tracks of diseased green and yellow bile.
As awful and disgusting as the procedure is, one cannot argue with the results. The treated patient stumbles away cleansed of any diagnosed diseases, poisons, and venoms.
Spend 15 minutes. Select a Living target within arm's reach. Your target takes a Severity 1 Injury. Your target must make a Trauma roll when you 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.
This Gift's Cost is capped at 2 and cannot be increased further.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Battle Scar: Concussive Trauma.
She pulls out her leather pouch of acupuncture needles and sticks one in you, suddenly you feel like you'll make it through.
Exert your Mind (unless you win a coin flip) and spend an Action to activate. You must use up Acupuncture Needles in order to activate this Effect.
Your Body Penalty is reduced to 0. Lasts for one hour. Does not reduce Mind Penalty.
You may move at your normal speed and still maintain Concentration.
Manipulate objects using temporal energies in Orrata's body
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up Wine in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
Bu fang, within the kitchen set by his knife, feels as if he is empowered by the surrounding. Taking this opportunity, he takes out his ingredients and tosses them into the air, with quick movements, he prepares them in moments, faster than possible for the average man. Creating a meal so tantalizing even the undead are fascinated by it, keeping their attention on it, wishing for every second to be prolonged so that they can just enjoy the thought of eating this meal.
Edit: This power has been totally reconfigured. The two-step conditional is weird anyway, & fascinating things that don't eat w/ food is lame. Rather than be a highly leveraged pseudo stun lock, this power NOW serves a much more interesting role & relies on you doing what you do best - making people food.
As a Sabotaged item, it only works when people eat the meal - it can effect as many people as can sit down & eat that meal within 5ft. All of them stay fixated until the meal is complete & are at penalty for ALL your other effects while eating.
Even better, previously created fine meals could be stored for later use, so the 30 second cast time is irrelevant
Exert your Mind and spend 30 seconds to turn a fine meal into a trap. This trap lasts one day or until triggered or disarmed. Roll Charisma + Crafts at Difficulty 6.
The trap looks like a fine meal. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Sapient, Living target within within 5 feet that uses the trap as a fine meal will trigger it. All affected targets may resist by rolling Mind at Difficulty 6.
When the trap is triggered, the targets will keep their full attention focused on the trap for contested Outcome in minutes. They will automatically fail any rolls related to noticing anything other than the trap. If they cannot perceive the trap through Smell for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of the trap or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on the trap. Fascinated targets cannot Concentrate.
Fascinated targets are at a -2 dice penalty to any rolls they make to resist any other Effects that you attempt to use on them.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and 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 can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
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.
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 spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.