Forcing the nanites within his body to proliferate wildly... it becomes akin to a tumor, but worse, targeting every part of the body. Then, with a yawn, A small bit of nanite leaves crane mouth, indiscernible to the eye, before it goes to his target. The nanite attempts to invade the body, though most body has a built in defense system which must fight with the nanite. If the nanites win, they move into the body, proliferating and causing the body to undergo decadence. Though, it seems like the proliferation exceeded even Crane expectations and starts to cause the same problem within his body too.
Thankfully it can be neutralized and calmed down via a controlled shock.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Intellect + Technology 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 any number of the following symptoms:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
This Effect is not obvious, and the only sign you are using an Effect is Yawning. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
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. Exhaustion’s penalty and duration stacks with multiple activations.
You may only use this Effect once per day.
Upon activation, a purple swirling light is seen emanating from each amethyst shard. The swirling lights converge around the target briefly, before dissipating. Nobody except the wearer can see the actual past of the target. The ring's bearer will see the room enveloped in a purple hue, with the target's past surroundings being shown first. The target's creation will be shown afterwards, with the purple hue becoming much darker to the wearer beforehand.
Expend a point of Battery and spend 2 Actions. Select a target Object within arm's reach. At the end of your investigation, roll Brawn + Investigation at Difficulty 6.
You learn all the following information about your target:
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. Exhaustion’s penalty and duration stacks with multiple activations.
A Tentacle comes out of any hole of the caster.
Spend an Action to activate. Select a target within 45 feet. Roll Brawn + Alertness 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 3. Armor is fully effective against this damage.
This Gift's Cost is capped at 2 and cannot be increased further.
The phoenix is a creature that ignites, explodes and is reborn from the ashes. Billy can give opponents that ability, minus the rebirth part.
This Effect activates whenever an opponent has their sins burned away. It does not require an Action or Exertion. Select a Location no further than 25 feet from you and in your line of sight. The area within 10 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Brawn + Brawl at Difficulty 6. Targets remaining 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 10 feet of the chosen Location with Damage equal to your Outcome + 6. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the target burn, shrivel up and explode.
The Demonologist draws from the power contained in their Dark Grimoire to hurl a bolt of deep crimson Hellfire at their foes, effortlessly burning through armour, flesh and bone.
Uses Demonology
Spend an Action to activate. Select a target within 300 feet. Roll Intellect + Occult 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 3. Armor is reduced to 1/2, rounded down against this damage.
This Gift's level is capped at 2 Gifts and cannot be increased further.
JPM as a big Boss, around, is able to Boss-Around those that possess the capability of thought... even things that aren't people. JPM though has to be a boss, around, in order for them to keep workin', else they'll slack off and ditch the job.
Exert your Mind and spend at least one Action. Select a number of Sapient targets equal to your Charisma within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets 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 hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
They will be unaware that they are under any sort of compulsion until the effect wears off, but they will appear obviously mind-controlled the entire time to anyone observing them. 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, a conditional request, and an abstract goal. 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-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
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 mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Take a Severity-1 Injury and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of minutes equal to the Contested Outcome. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body. Otherwise, they may Exert their Mind to evict you from their body.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a target within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can hear and see through the ward as though you were standing at its location. You may have at most 1 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
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: