Melody hums, causing the vibration of her body to sync with a target she has matched with her Rhythm Sense
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within arm's reach. You must actively and obviously use Rhythm Sense to activate this Effect. Roll Dexterity + Performance 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.
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.
Conner using a tattooing gun can from a distance manipulate the tattoos he has placed on people to communicate by tattooing their face on himself while also causing their tattoo to temporarily change into a face causing them to be able to communicate.
Conner’s Perspective (The Caster)
As Conner prepares to bridge the vast distances between himself and those he’s marked, he settles into a familiar ritual with the tattooing gun in hand. This instrument, more a wand than a tool in this moment, hums to life with an almost eager anticipation. As he begins the process, not on another but on his own flesh, the needle dances with precision and intent. It doesn’t inscribe a new tattoo but activates the magic latent within him, a conduit to those he seeks.
The ink under his skin stirs, coalescing into the face of the individual he wishes to communicate with. It’s a generic face, a template that morphs to adopt the nuances of expression and emotion, a mirror to the person’s current state. This face doesn’t belong to anyone yet resembles everyone, a paradox made possible through magic. It’s a surreal experience, watching these features form and shift, their eyes locking with his in silent conversation. The connection is palpable, a thread of energy that tugs at his core, a blend of concentration and a mysterious, ethereal bond.
The Tattooed Individual’s Perspective (The Receiver)
For the person on the receiving end, the experience is equally mystifying. The tattoo that marks their bond with Conner, usually a static image, begins to undulate gently. This movement is subtle, not painful but undeniably present, like the first hint of a breeze that promises the storm to come. Then, as if the ink itself is alive, their tattoo morphs into a face.
This face, while not Conner’s, carries an echo of his presence. It’s a visage without identity, yet filled with expression, changing and responding as if part of a conversation. This manifestation is deeply personal, a visual representation of the invisible line that now connects them over distances untold. The voice that accompanies this visual transformation is clear, resonating not in the air but in the mind, a direct conduit to Conner. It’s an intimate exchange, shielded from the world, as though the words are whispered directly into their soul.
Spend an Action. Select a number of targets up to your Mind rating any distance away from you. You must have specific targets in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless “Connor has used Permanent Magical Tattoos on the target.”. You must actively and obviously use Tattooing Gun to activate this Effect.
You open up a line of communication to your targets, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
The final boss lets out an enraged scream that seems to reverberate with hundreds of voices alongside his own, turning the very environment around him ashen and intensely hot.
Exert your Mind and spend an Action.
You create a hemispherical dome of ashy air and molten, rocky ground originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in the following ways:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your eyes turn red as you channel the enraged screams of all those you've wronged.
You may only use this Effect once per day.
As she puts her hand on the dying man's chest she closes her eyes and streams of pale blue light emanate from her arms, covering the man's body. the man's grunt's of pain abide.
The semi viscous Clouds cover the patient's organs and replaces their function until healed, this effect is broken if the patient's organs are exposed to something that would dissolve these clouds, Alcohol
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Athletics at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to avoid injesting alcohol for the next month. If they violate this rule, your treatment is immediately reversed.
Saint opens his eyes, as a glowing halo appears above and behind the head of both him and his target, making the target experience every possible death they can at the hands of Saint (and his current allies at the moment, if he has any), feeling every part of it.
should they fall to gift, they are made to come face to face with their creator, whether that be a god, their parents, or anything in between, and they are made to apologize and beg forgiveness from them for wasting the effort they put into their creation.
should they have died, they will still go to whatever afterlife they were bound towards, but they will meet their creator nonetheless.
(each point of mind damage is 5 deaths experienced, and the halo ref is extended)
https://images.app.goo.gl/ha4ipZ7tiTVDDBbU9
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Roll Perception/occult 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 Fear of Combat as a Trauma. 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.
Setting down the item to be upgraded along with a rod of carbon on top of it to serve as resources, a set of phased arrays in the cuff of his wrist begin to scan over the object, slowly disintegrating the carbon and integrating it into the object, upgrading it as they go. Carbon isn't quite the right material to use - even transforming it into other elements to use - but it tends to break down within the day.
Expend a point of Battery and spend a minute. Select a Device within arm's reach. Can be used on Alien technology. You must use up a rod of pure carbon in order to activate this Effect. Can be used on Armor.
Lasts the next day. 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. 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.
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.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
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 an Action. 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 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.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.