Freeman performs aggressive field surgery, stitching together new organs and tissues from spare body parts. He grafts these replacements into his patients and sews them up, leaving nothing to remind them of the event save the beating of a foreign heart in their chest.
Exert your Mind and spend 2 Actions. Select a Living target within arm's reach. You must use up body parts in order to activate this Effect. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. 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. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you remove the patient's body part and fashion a replacement with something else.
Ulysses slashes the targets body part with his Cockatrice Talons, and the affected body part quickly turns to stone.
The core of the Cockatrice, the drakebird’s ability to transform its victims into stone. As a hybrid human with Cockatrice DNA created by GenWyld experimentation, Ulysses has gained some of the beast’s power.
Exert your Mind and Spend an Action. Select a Living target within arm's reach. Roll Brawn + Melee 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:
You may affect up to 3 targets within range.
All alterations you make must Must Turn Body Parts to Stone (in mechanical effect only lost body part—or later with more investment, full polymorph+curse of the castle to statueify—stone hand, leg, foot, etc. So no Bad Back, no Wheezing).
The bonds that people carry with them often defy reason. Between their tribe, their friends, and their enemies. These bonds transcend time, space, and language. Amaranth's newest power allows him to piggyback on these bonds, and to deliver messages across them. Though it requires a symbol and an oath to cement that bond, these feelings can be transmitted and understood across vast distances and in turn, grant some of the understanding that so many people lack of each other and in turn allow for communication without the restraints of words.
Spend an Action. Select a number of targets up to your Mind rating any distance away from you. You must have specific targets in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless Must have sworn an oath of brotherhood with Amaranth and Must possess a replica of the pendant. You must actively and obviously use Brotherhood Pendant to activate this Effect.
You open up a line of communication to your targets, 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 caster focuses all of their hate and anger for the target, breathes deep, and speaks calmly, seeming to let the negative feelings pass. Soon however the victim begins feeling unwell, and rapidly begins deteriorating until they finally collapse.
Spend one minute. Select a Living target within 25 feet. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by spend an hour inside a ring of salt.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Power Hungry: You crave infinite mystical power and are prone to stealing anything that may bring you closer to this ultimate goal. (Roll self-control whenever a source of magical power is left unattended or otherwise able to be taken to not take it.).
A core feature of all investigator is knowing well any tall tell signs by someone! Especially while conversing with them.
Sherlock looks the target up and down, He starts talking to himself, finding clues, observing the target, as his eyes light up, his powers enhancing his brain. Time seems to slow down and he starts simulating the thoughts in his head.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Investigation at Difficulty 6. The target resists by rolling Body at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
It starts with a feeling of unease. Michelle notices them looking, coming closer, reaching out for her. She cannot, will not go back. So she closes her eyes, reaches out and Pushes them away.
Exert your Mind and spend an Action to activate. Make a Trauma roll when you activate this Effect. Roll Perception + Alertness at Difficulty 6.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next minute. Any Animate targets within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.
You must remain standing in the same location while this Effect is active. Moving to a new location will interrupt your Concentration and end the Effect.
You may only use this Effect once per day.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 20 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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 mad scientist produces thorium cores that can be used to upgrade tools and other devices. The core supercharges the item, increasing its quality and rendering it indestructible for a period. However, once the core runs dry, the object is rendered less useful than it was before. The core crackles with blue electricity while active.
Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.
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.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. 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.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.