Either the target or Nathan dip their implement of choice into the liquid in the container before painting a generous approximation or visual representation of the Trauma that they wish to seal/release on the receiver.
The chosen Trauma will be sealed/released into the canvas, the target is it painted onto, the drying depiction manifesting into reality, with a ripple.
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. You must actively and obviously use a crystal dish to activate this Effect. 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:
Nov. 3, 2024, 1:57 a.m. - Improvement Cost: 3. Added Enhancements: Mind Meld, Everything all at Once
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. They scrub the system of footprints, leaving no trace behind.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you experience a S-4 injury as the device explodes. 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 discovered by system administrators or firewall software for a number of hours equal to your Outcome on the initial roll.
Cornelius continuously channels his powers to heal a lingering injury, from a lasting scar to a missing limb, and if successful a shroud of pink energy encompasses the wound until it is healed.
Exert your Mind and spend an hour to activate. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal over the course of the next week.
Fortuna's continuously playing slots for a while. After about 15 minutes the incredible happens! She wins it big! The Jackpot! Again!
Fortuna's not aware she's manipulating the slot machines with just the right timing of button presses and lever pulls. She thinks she's just lucky...
Spend 15 minutes. Select a Device within arm's reach. Does not work on Alien technology. This Effect cannot be used unless it is used on slot machines. Roll Charisma + Thievery, 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.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Your hack cannot be discovered by system administrators or firewall software for a number of hours equal to your Outcome on the initial roll.
This Gift's Cost is capped at 2 and cannot be increased further.
An oracle should not find herself in combat but when she does why play fair? A true oracle looks to the future, find a path most likely to give her victory and simply follows the steps. When the gift is active her eyes turn a pitch black with blackened veins appearing around them. Her movements also become mechanical and precise, lacking the usual variation and smoothness of organic movements.
Exert your Mind and spend an Action. Select a target within arm's reach. Roll Intellect + Occult Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
Penny uses the reaper’s eyes to pick apart medical and forensic information such as mold spores, residue and physical injury to determine where they were before and how they died.
Penny always loved murder mystery, and the irony of that fact is not lost on her. Now that she has become the ultimate murder mystery, she realizes that the powers gained from these jobs can use them to fulfill her detective fantasies, buy looking over the patient with the eyes of a doctor and mortician, but with her own superior reasoning skills.
Exert your Mind and spend a minute to activate. Select a Pieces of Bodies within arm's reach. At the end of your investigation, roll Intellect + Medicine at Difficulty 6.
You learn all the following information about your target:
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
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 priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.