Corps radiate energy before raising.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
Momma Ettu pulls out the artifact, holding it gently in her palm, as she mumbles oy, it was a near miss... Staring at the eye, she reaches out into the air to grasp something unseen. it doesn't look different from a mime and his invisible rope, leading to the target if it weren't for the eye flicking around in her palm, as if looking around quickly before guiding Ettu do her goal.
She visibly grabs the invisible string, and aims it at the person- manipulating the strings of fate that link the injury to the target's 'destiny'.
Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. If a target does not consent to the transfer, you must roll Perception + Occult at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer between your two targets:
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.
Devonia will place their hand near the target, as a amber, primordial fluid flows from their hand into the target, causing small grows of feathers, horns and fur to grow before aging and withering away afterwards
The target will notably grow older overtime, and with repeated use, will eventually start sporting the same horns, feathers, and fur with enough uses (roughly 10 uses, not set in stone currently)
Spend an Action. Select a target within arm's reach.
For the next 24 hours, your target does not require any food, water, sleep, or air. Your target ages 1 year over the duration of the Effect. Supernatural attempts to age you are 5 times as effective.
This Gift's Cost is capped at 2 and cannot be increased further.
As Bryan folds the paper in his hands, so too does any paper surface around him-- sculpting, bending, and morphing in the same way his paper is folded. The creation of a shape requires him to carefully fold the paper into the desired design, which cause strands of the paper to supernaturally extend and weave themselves together to create the surface.
Exert your Mind and spend an Action. Select a Location within 50 feet. You may choose not to pay this Effect’s activation cost. When you activate this Effect, if it is active from a previous activation where you didn’t pay, that Effect ends. You must actively and obviously use folding paper to activate this Effect.
Select one of the following alterations to create out of paper originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts indefinitely but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 18 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
After activating this Effect, you may maintain Concentration for 3 Rounds to reinforce your alteration. If you do, it becomes as sturdy as concrete and just as difficult to break.
You may end this Effect prematurely as a Free Action.
Abrarinex's is back and better than ever. Now able to restore any lasting injury, and restore broken limbs back to their full form! Incredibly versatile, and incredibly powerful Abrarinex's new formula is the latest and greatest from Lockhart Industries!
Expend a point of Battery and spend an Action. Select a Living or Animate target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. Your patient is required to Avoid betraying any contractors. for the next month. If they violate this rule, your treatment is immediately reversed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see As the scarred area bubbles and overflows with cancerous growths in the shape of screaming faces..
“You feel his mind in your mind. You don’t understand the language, but you understand the sentiment…”
Angel now has the ability to understand any human, regardless of tongue, by listening to the Universal Language. This leaves a bitter, earthy taste in his and the target’s mouth like what Angel drank in the dunes. On Angel’s side, the world seems to warp and ripple; this effect is much more slight to observers.
Gained languages: Zulu
Activated Rune: Communication
The shamans in the desert brought Angel on a hallucinogenic spiritual journey to break his curse from the rats. Since then, he’s been able to concentrate and recall the energy of the concoction he drank to unlock this second vision.
(Thanks, Bomb!)
Exert your Mind and spend an Action. Select a human target within arm's reach.
The target can communicate in your language for the next hour.
“If you use this Effect to spend an hour speaking with a native speaker of a human language you don't know, you may Exert your Mind and roll Intellect + Culture Difficulty 7. With Outcome 4 or higher, you permanently learn that language and accent.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Take a Severity-1 Injury 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.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, locks, or locked targets within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend 1 minute. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.