An insane amount of ads start filling the target's UI, causing some disorientation and lag.
This affliction can be easily cured by contacting your nearest Server Customer Support, and having them remove the debuff by manual coding.
Here's the ads:
1. Apple
2. Nike
3. Toyota
4. Coca-Cola
5. Samsung
6. Amazon
7. McDonald's
8. Microsoft
9. Honda
10. Adidas
11. Walmart
12. Google
13. Ford
14. Pepsi
15. Sony
16. Mercedes-Benz
17. BMW
18. Netflix
19. Starbucks
20. Facebook
21. Target
22. Volkswagen
23. IKEA
24. Audi
25. L'Oreal
26. Chanel
27. Gucci
28. Louis Vuitton
29. Puma
30. Under Armour
31. Reebok
32. Rolls-Royce
33. Bentley
34. Ferrari
35. Lamborghini
36. Maserati
37. Aston Martin
38. Porsche
39. KFC
40. Subway
41. Taco Bell
42. Burger King
43. Wendy's
44. Pizza Hut
45. Domino's
46. Papa John's
47. Chipotle
48. Olive Garden
49. Red Lobster
50. Outback Steakhouse
51. Ben & Jerry's
52. Häagen-Dazs
53. Baskin-Robbins
54. Dairy Queen
55. Cold Stone Creamery
56. Godiva
57. Ghirardelli
58. Lindt
59. Hershey's
60. Nestle
61. Kellogg's
62. General Mills
63. Post
64. Quaker
65. Aunt Jemima
66. Jif
67. Skippy
68. Smucker's
69. Nutella
70. Heinz
71. Hunt's
72. Campbell's
73. Progresso
74. Amy's Kitchen
75. Stouffer's
76. Lean Cuisine
77. Marie Callender's
78. Totino's
79. Annie's
80. Kashi
81. Nature Valley
82. Clif Bar
83. Kind Bar
84. RXBar
85. Atkins
86. SlimFast
87. Jenny Craig
88. Weight Watchers
89. Nutrisystem
90. Beachbody
91. Peloton
92. Bowflex
93. NordicTrack
94. Lululemon
95. Athleta
96. Under Armour
97. Fabletics
98. Alo Yoga
99. Outdoor Voices
100. Champion
Spend an Action. Select a Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you get the pop-up ads instead. You must actively and obviously use Leather Gloves to activate this Effect. Roll Charisma + Performance at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
You may cure any target you’ve afflicted at any range as a Quick Action.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Nyoka keeps their fighting stance up at al times. Their eyes emboldened by the fire of combat. Reawakening their senses with some smelling salts.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
A gentle wind moves through the leaves of the air and the blades of grass on the ground. Aislinn moves their hands through the air as objects start floating baout around them, moving to his every movement and command.
Able to use any solid object (this can include both man-made and earthen objects such as a mound of dirt, rock, a piece of steel and etc) and manipulate it (bend, twist, etc) and use as weapons or projectiles. As well as build up walls of defense to protect oneself and others, and... for a brief moment, create a sationary golem decoy for enemies to focus their attention on.
You gain the following benefits at all times. You must actively and obviously be using Wearing a ring resembling entangling branches with four leaf clovers embedded in it to gain the benefits of this Effect.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Shelby channels motes of brightly-colored energy from the air around themselves into their stained-glass prosthetic hand, gathering the latent power of emotional bonds. By forming a finger gun and "firing", they can lense that energy through the hand into a deadly ray of pure, burning love.
Exert your Mind and spend an Action. Select a target within 45 feet. This Effect cannot be used unless someone has openly expressed genuine affection towards Shelby in the last five minutes- once per use.. Roll Charisma + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
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 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 and a conditional request. 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.
Jackie focuses on the problem area, and forms a connection with the surroundings. Feeling out the nerve endings, the damage, what needs to be replaced and what can simply be grown on top of. Then she puts her hand on the area, and as she slowly draws it away a seed is planted. That seed slowly takes root, makes the connections it needs to, and grows out a fungal support structure to help its host perform the task.
Exert your Mind and spend a minute. Select a Living target within arm's reach. Select up to four Battle Scars on your target to treat.
The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see painful and slow growth of fungi that takes over whatever function was supposed to be done by the injured area. They do what their host wishes them to, but the connection isn't a direct one.
Healing a Battle Scar in this way leaves behind fungal growths on the target which cannot be healed.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You cannot alter the appearance of your flesh and blood.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.