With the power of innovation and new technology, Clair can use that lovely mind of hers to "improve"... The bodies of others!
Exert your Mind and spend an Action. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
Possession of this Power grants the following Battle Scar: The odd desire to be more in touch with tech like this...
Your alteration "heals" over the course of the next month, after which it is fully cured.
In addition to their benefits, your augments come with a penalty equivalent to a minor Battle Scar or Trauma. This penalty does not count as an additional Battle Scar or Trauma.
Grace’s horror show isn’t as traumatic to look at as it is to be targeted by; dealing mind damage in the form of fear and stress, being forced to live out Obedience’s burning for a few moments… the screaming, flames, and reflections are violently transferred to the target as they suffer the onslaught.
Being on the receiving end of this is brutal. It’s the girls’ oldest ability; the betrayal and pain that was strong enough to keep Obedience’s soul from rest. So when it’s all forced into someone’s mind in a few seconds, it’s the most reliably terrifying thing contained in the five foot frame.
Exert your Mind and spend an Action. Select a Sapient target within 300 feet. Roll Intellect + Influence at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by you (the GM can overrule you at their discretion). This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Obedience’s form vibrating and flickering in and out of sight like a camera shutter, classic horror movie style; the echoing screams that accompany Stake flames come from her own mouth, which opens with a distending jaw, pulling Grace’s unnaturally along with it. Their eyes and anything reflective on their body (including sweat and saliva) reflect orange violent fire.
The doctor rubs at something behind one of his ears.
A pressure point? A nerve cluster? Perhaps he has a headache?
The very observant will notice his finger always lands on a brown discoloration where his head and neck meet, and always when looking at someone who knows something he doesn't. Those with microscopic vision might even see some of his nanites enter the target's head.
A small number of nanites enter a target and replicate in their brain, mapping the neurons used for memory storage and transmitting information to a pressure-activated receiver that has been subcutaneously constructed behind his ear. Its neural connection runs through the cochlear nerve and always causes an irritating feedback, and while memories are transferred and processed quickly, this risks unfiltered exposure to traumatic stimuli.
The brain replication does provoke a hostile immune response, and the feedback on their destruction may alert the target's conscious mind in an unmistakably alien way
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. 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. You must maintain Concentration while the effect is active. Roll Intellect + Medicine at Difficulty 6. The target may resist by rolling Body at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question you ask and memory you replay takes a single Round to read.
This Effect is not obvious, and the only sign you are using an Effect is Laz pressing on a mole behind his ear.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Battle Scar: Tinnitus.
She blinks, and her eyes open glassy black - like a cicada, or like a camera lens.
She's in your walls. She's on the inside.
Exert your Mind and spend an Action.
You may perceive things through sight within 75 feet of you as though there were no walls or obstacles blocking your view for the next 30 minutes.
Any Perception rolls made through obstacles are rolled at +1 Difficulty.
Zak can use his phone to produce holograms. What an app!
Exert your Mind and spend at least two Actions performing the following ritual: opens up phone and programs in the illusion to activate. Select a target within arm's reach. You must actively and obviously use Cell phone to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a briefcase.
The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their hearing, smell, and sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion is not fixed to the initial target, and may move about at a maximum speed 30 feet per Round. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
Dr. Grayson has developed cybernetic devices to "upgrade" the human body. Given the time and tools she can add a special ability to a person.
Exert your Mind and spend eight hours to activate. Select a Living target within arm's reach. You cannot target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
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.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult 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 one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected 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 the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. 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. 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.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious 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.