Joseph creates a small amount of golden sand that looks almost like glitter which then finds its way to his target seemingly on its own and causes them to experience a feeling of sudden drowsiness.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Intellect + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
I read an incantation from my tome, becoming enwreathed in a redish orange energy and expel dragonic fire from my mouth
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Intellect + Occult at Difficulty 6. Targets 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 25 feet of the chosen Location with Damage equal to your Outcome + 4.
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.
Rhea wanted to make the world a better, more perfect, more evolved place. And one way to do that was to make prosthesis that are better than any seen before, as good as they were before the injury, or maybe even better, more beautiful. She builds the limb, connecting to the body, and in an hour it is completely and functionally put together, transforming it into a beautiful piece of art.
Until “Hackable” is taken off of Dozen Jointed Limbs, these limbs count as objects and may be hackable at gm’s discretion.
Exert your Mind and spend an hour. Select a Living or Animate target within arm's reach. You must use up prosthesis parts in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. 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.
Healing a Battle Scar in this way leaves behind a custom designed monstrous limb based on the target’s personality and other details on the target which cannot be healed.
David channels the Gorgon’s blood through his fingertips once more, and pushes it into his target via skin-to-skin contact (typically placing his palm on the affected area and pushing down like CPR). Pushed this way, the blood is ravenous, and will eagerly consume any ailment in the target’s system…eating the target a bit from the inside as well. After pushing on his own blood like that, David is a bit paler himself.
If targeting himself, David instead pushes the illness out from within his own veins, exsanguinating himself a bit in the process.
In ancient legends, it is said the demigod Asclepius used the Gorgon’s blood to heal the sick, cure the blind, and even to raise the dead. As David has Gorgonblood swimming through his own veins, he’s learned how to push it to “heal the sick”.
Increase your sacrificial Injury's Severity by 1 and spend 1 minute. Select a Living target within arm's reach. Your target takes a Severity 1 Injury.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may treat Alien maladies and curses. If there is some method to cure them, you learn what it is. If the malady does not provide its own means of curing it, it is cured.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Leperchauns are renowned for their ability to be anywhere. One way they accomplish this is that locks are merely suggestions to them as when they knock sometimes the lock will invite them in.
Spend two Actions performing the following ritual: Knocks. Select a door, container, knot, or lock within arm's reach. This can be used on Alien targets. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may lock, unlock, and/or open your target.
Everyone hides a fear of being trapped with no chance of escape. Bill's novel "Haunted Hide-A-Way" draws upon that same fear fueling an ability to avoid just that.
Using this power allows the user to lock or unlock a door within 20 feet. When the power is used a spectral key appears in lock and disappears into smoke when the task is complete.
Exert your Mind and spend an Action. Select a Non-Alien door, container, knot, or lock within 20 feet that is no more complex than a standard commercial door, personal safe or a keycard reader.
You may lock, unlock, and/or open your target.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + 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.
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.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
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.