The Cold Shoulder People will ask for this one

1
The power to enhance your tools beyond mundane limits.
Used by Jimson Shivers, Created by JimsonShivers.
(Anyone who witnesses you activate this Effect or for its duration is very likely to be disturbed to see As Jimson places his hands on the object he wishes to Imbue, the skin on his palms slowly peels peels back, revealing that beneath his skin, there is nothing but ice. )

Jimson Shivers' transformation has begun. The element of cold that he seeks to channel is pushing itself to the surface. His palms are cold to the touch. It is a cold he knows he can spread. If he so desires, he can. The skin on his hand peels back. Slowly. Intentionally. Sensing his desire to help. Whatever he touches next, the Ice on his hands almost infects it. Causing massive crystalline growth all over it. Beautiful blue Ice shapes itself around whatever he makes contact with, turning it into a sculpted, beautiful version of itself. The ice totally encapsulates whatever he touches, leaving no surface on the item left unmarred.


Take a Severity-1 Injury and spend a minute. Select a non-Alien Device within arm's reach. Can be used on Armor.

Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.

Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see As Jimson places his hands on the object he wishes to Imbue, the skin on his palms slowly peels peels back, revealing that beneath his skin, there is nothing but ice.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • The Injury received from activating this Effect heals in 1 day and cannot be prevented or prematurely healed by any means.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used. The same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Community Targeted Gifts

Exert your Mind (unless you win a coin flip) and spend an Action. Select a Living target within 50 feet. Roll Intellect + Medicine Difficulty 6. The target may contest by rolling Body, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the victim experiences great pain and coughs up blood with chunks of their innards. Danya’s eyes are flooded red in a demonic way during the casting.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

(Uses Photography roll)

Spend three Actions performing the following ritual: Talking Into a Polaroid Film. Select a Sapient target within 20 feet. You must use up Polaroid Film in order to activate this Effect. 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:

  • You learn how to reliably contact the target.
  • You learn details about the target's family.

The quality and specificity of information gained depends on your Outcome.

This Gift's Cost is capped at 2 and cannot be increased further.

  • Contact info Low Outcome: a means of communication (phone, email, a secretary). High Outcome: specific phone numbers, email addresses, protocols for getting access to the individual.
  • Family Low Outcome gives info like number of siblings. High Outcome can give names, a random detail about their routines, etc.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a Location within 40 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. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Intellect + Investigation 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.

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.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the mental anguish from the piercing wails and the haunting visages as they burst from the ground.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Take a Severity-1 Injury and spend a minute to activate. Select a non-Alien Device within arm's reach. You must actively and obviously use A necklace of the image Yog-sothoth to activate this Effect. Cannot be used to improve Armor.

For the next day, your target receives 1 extra dice to all actions taken with its intended use.

You may choose a second valid Device target while activating this effect and splice both targets into a single new Device. The newly created item has the same size as the larger of the two initial targets, and can be used to perform the same actions as either of the original items. It receives 1 extra dice to those actions for the next day.

  • After the effect ends, spliced items become un-spliced and return to being separate items.
  • You can target yourself if you qualify as a valid target by the other requirements.

Spend an Action. Select a Animate target within arm's reach. Roll Intellect + Occult at Difficulty 6.

If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may have up to 3 barriers active at a time.

The barrier will fall after two hours, 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.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the evil darkness surrounds the target.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Effects with circumvent Armor completely also circumvent your barrier.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Targeted Gifts

Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.

Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.

The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.

Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Your revived targets deal 2 Weapon Damage with their unarmed attacks.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The creature will die at the end of any 24 hour period gone without consuming their specified diet, and it is important that this growing desperation is reflected in how they are roleplayed.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend an Action and use up this paper with mysterious calligraphy. Select a Animate target up to 100 feet away.

Targets are pushed back until they are 100 feet away.

This Effect cannot move anything heavier than 500 pounds.

Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.

Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.

You may maintain Concentration after the initial activation of this Effect to continue the push on the target. Lasts up to one minute.

  • This consumable is destroyed when used and cannot be used again.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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:

  • You learn how to reliably contact the target.
  • The target’s trail for the past 24 hours is revealed to you and anyone you teach to follow it. This trail shows how long ago the target was there and is followable even when they are in a vehicle.

The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same target more than once per day.

  • Contact info Low Outcome: a means of communication (phone, email, a secretary). High Outcome: specific phone numbers, email addresses, protocols for getting access to the individual.
  • Tracker You are not made instantly aware of where they have been in the past 24 hours; you must follow their trail. You may "happen upon" any trail they have made in the past 24 hours.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and 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. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • In the case of a failed activation, GMs should consider how bystanders would realistically react to a potentially-outlandish accusation of mind-reading.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.

  • The treatment time may be broken up into multiple sessions if necessary.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.