The user rubs their hands, which become ethereal. They then reach into the patient and massage and mold the scar away, back into a healthy state, leaving behind a ghostly residue.
(In case of a missing limb, the limb is reconstructed from condensed ether. It will look completely ethereal and composed of compressed fog, but will function normal as only the outermost layer phases through material.)
Exert your Mind and spend a minute. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
Healing a Battle Scar in this way leaves behind ethereal residue at the site of the removed battle scar on the target which cannot be healed.
The user will outstretch their hand and if their hand is shook, sealing the deal, the users eyes will flicker with an otherworldly red light and smoke will come off of the user.
You must use up Cigar in order to activate this Effect.
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 Shaking 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.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
Eve forms a surge of water, surging out from the depths of the earth into the shape she desires, before she suddenly chills the fluid, flash freezing it, creating beautiful formations of ice crystals, nearly impossible to see through due to the method of formation.
This rapidly reduces the temperature in the area and in Eve to achieve this effect, leading to her and those nearby shivering for a time, despite the intense heat of Eden.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location within arm's reach. You must use up Liter of water in order to activate this Effect.
Select one of the following alterations to create out of Ice 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 three hours 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.
The spiritual energy from the kitsune ignite with a warm blue glow of the fire rising from the tips of her tails. Creating a charge the brighter the light becomes before releasing the energy of a burning orb of ancestral light to inflict harm onto sinful beings.
Exert your Mind and spend an Action. Select a Location within 40 feet. The area within 25 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 Charisma + Occult at Difficulty 6.
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
Waterproof, bulletproof, and as fireproof as anything in it's category can be the hardened reinforced steel laptop weighs in at a hefty 10 lbs, but it delivers performance beyond anything else in it's category. With hardware that makes a supercomputer blush, and a petabyte of ram any system you set this bad boy to cracking will be crying for it's mother by the end of a minute. Combine that with it's built in destroyer protocol and you'll find that the devices it targets are rendered completely unusable!
Exert your Mind and spend 2 Actions. Select a Device within 300 feet. Can be used 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.
Your command does not have to take effect immediately. Instead, upon a successful Hack, you may specify a condition under which the specified command is issued or simply suspend the Command until you desire to activate it.
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.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Conspiracy Nut: You believe any conspiracy theories told to you.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The Glimmerwake Sentience manifests as a fragment of the Crystal Light—an autonomous sliver of its unknowable intellect, sheathed in shifting color and sharp geometry. It drifts silently through the air like a thought given form: translucent, angular, and slightly wrong to the eye. When Jessica exerts her will, the shard splinters away from the Nexus, unfolding into a dazzling lattice that scans its surroundings with alien precision. Invisible vibrations echo through the quantum weave of the environment, pulling forth residual impressions—memories etched in the very fabric of space. It does not see as we do. It remembers.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile At the end of your investigation, roll Intellect + Science at Difficulty 6.
You learn the following information about the area:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see While safe to see from a distance, anyone within 30 feet of Jessica upon activation will vividly hallucinate with fragments of swirling colors and a glimpse of understanding of the Crystal Light - not enough to be useful, only to be deeply incomplete and unsettling (triggers the ''Monsters'' limit).
You cannot investigate the same area more than once per day.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
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."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
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.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
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 cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.