Nikki Sparks is afflicted with the ability to hear and notice things about others they hold deep and dear...and is similarly forced to share such things with others.
This Effect activates whenever a creature touches you. It does not require an Action or Exertion. Select a Sapient target within arm's reach. “Your target should be intuitively based on the triggering event. At the end of your investigation, roll Brawn + Melee at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome. For any information you learn about your target, the corresponding information about you is shared with them.
This Effect is not obvious, and the only sign you are using an Effect is your eyes turn blue briefly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Oct. 26, 2023, 3:52 p.m. - Revision Cost: 1. Added Enhancement: Concealed, Added Drawback: Traumatic
Luci can deepen her own shadow aided by the mechanism that allows objects to sink inside of her own stash. On walls, Luci's boot/shoe/foot sinks a little into the surface and can adhere itself as if she were standing on the ground. Underwater, her shadow spews out air as a sort of propulsion system that can eliminate her need to swim.
During this time, Luci's shadow becomes just a little more vivid and anyone that looks very closely might see some ashy faint material corrode out of it.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: Luci bends down and calmly begins to trace an outline of her shoes within her shadow with ink. All while muttering silently to herself asking that the Well heed her call and aid her. You must use up 1 liter of ink in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
As long as this Effect is active and you are traversing a terrain it covers, your movement speed is doubled.
The person is overcome with a warm and powerful feeling, out of Parker’s motivation and guidance, their spirit fueling everyone else’s, even protecting their own emotions.
This Effect activates whenever you or a friendly creature is overcome with despair or fear. It does not require an Action or Exertion. Select a Living target within 45 feet. Roll Charisma + Athletics at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by bravery/tenacity. They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Both attacking someone and being attacked will end the Effect.
This Effect is not obvious, and the only sign you are using an Effect is giving a target a warm word or gesture. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
REX's design is an unique blend of alien, apocalyptic, and ancient-looking technology, which, along with the beastly head and tail, give off the vibe of an odd, constructed creature more than just a plain old robot.
Altough they often complain about shoddy and maintenance costs, the chassis has seemingly whistood the wastes REX calls home for an unknown amount of time-- though that is no doubt partly due to its owner's expertise in engineering.
You get a cookie if you tell me which song that tagline references.
You gain the following benefits at all times.
You are permanently and visibly transformed: Xenometric Android. You are considered to be a Sapient, Non-Living Computer when targeted..
No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by Electricity is increased by 2.
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
Exert your Mind and spend 2 Actions. Select a Living or Dead target within arm's reach. You must actively and obviously use Medical suplies to 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
Clint always holds up his denims with one of his signature cowboy belt buckles. When he wraps his belt around his hand and protects his knuckles with it great things happen.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Belt buckle to gain the benefits of this Effect.
Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is reduced to 1/2, rounded up against this damage. You may React to and Defend against firearms and other projectile attacks.
You also gain the following effects:
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
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.