wip
Exert your Mind and spend an Action. Select a Non-Sapient Object within arm's reach no larger than a duffel bag (35 liters). You must actively and obviously use a handgun to activate this Effect. Roll Dexterity + Firearms 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.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
The person with this gift sweats nitrogylicerin and can ignite it by meeting condition of hitting another person. (puroposeful punch)
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. This Effect cannot be used unless I sweat nitroglycerin and I have to connect physically with person to create the explosion. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Brawl 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.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
The Mk 6 is a rectangular object approximately 5 x 5 x 10 cm. It is a model developed by Meng Hao over multiple months of research and development. When activated and slapped on an object with the back to the object, the object will have its temporal characteristics changed. The object rapidly ages before it essentially turns to dust.
Due to its nature as a prototype, it is recommended to not be used with any object bigger than the size of a duffel bag. It is also sometimes unreliable due to its nature as well.
The Mark 6 is a innovation based off of the original XACTS Mark 1. While usage differs significantly from the original. Isolation of its effects has been put to use in multiple instances. While not working on living biological matter (believed to be due to the fact that living biological matters may be affected by quantum entanglement and to affect these matters means to be able to affect multiple versions and forms of them at the same time.) The Mark 6 works great when it comes to needing to eliminate waste or other inorganic matter such as plastic. The effects resemble natural decay/erosion. While through normal means plastic would just be grinded down to minuscule plastic bits, the mark 6 completely turns it into dust! its rather extraordinary.
Exert your Mind and spend an Action to activate. Select a Non-Sapient Object within arm's reach no larger than a duffel bag (35 liters). Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Intellect + Technology 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 vial is poured from the shadows, forming a ring around the object. Next, blood is poured from her own wrist, and mixed.
The whispers tell her secrets.
Increase your sacrificial Injury's Severity by 1 and spend a minute. Select a target Object within arm's reach. You must use up a vial of virgin's blood in order to activate this Effect. At the end of your investigation, roll Brawn + Investigation at Difficulty 6.
You learn all the following information about your target:
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
You cannot investigate the same target more than once per day.
Spend at least two Actions performing the following ritual: fills w smoke to activate. Select a Sapient target or a Creature within 20 feet. You must continuously interact with the individual in question in order to gather any information. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see fills w smoke.
This Gift's Cost is capped at 2 and cannot be increased further.
Ellis can sculpt plastic explosives such that they appear to be nothing more that children's toys. These objects have a blue coloration or tint, and don't appear to be anything but the mundane object whose appearance they have taken.
Exert your Mind and spend an Action to activate. Select a brick of plastic explosive within arm's reach.
The target becomes disguised with a new forged appearance of your choice, which must fit within the theme of children's toys. You may have up to 3 Forgeries active concurrently and may choose to end the effect at will as a Free Action.
The new appearance must be relatively generic, cannot mimic specific items (such as a particular painting, a certain person’s ID, etc), and must be of a similar size and weight to the targeted Object. The forged appearance will generally hold up to any mundane scrutiny, though exceptions can be made at GMs discretion.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind and Spend an Action. Select a Living target within 20 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
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."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
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 a minute. 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.
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 8.
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.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities: