Rei's innate technique, or Mahojutsu, allows them to channel their internal energies into other technological devices to manipulate them. They do so through by using jade as a conduit- which allows them to manifest their sorcery in the form of coursing electricity between the focus and target. This lightning continues to linger after the hack is completed, acting as a calling card and allowing them to access previously hacked machines as well.
Spend 1 minute. Select a Computer within 20 feet. Can be used on Alien technology. You must actively and obviously use a jade gemstone to activate this Effect. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
After successfully using this Effect, you may choose to add the target to your own personal "network." You may use this Effect on any target on your network at any range. You can have up to 3 targets on your network.
Every hack you make leaves behind distorted lightning in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: Exhaust Efficiency: Your body is highly optimized to sustain and release energy as necessary. Your voice modules are limited to only a whisper. After physical activity, steam and energy emits from your body and you suffer a -2 dice penalty on Stealth rolls.
People don't get wiser when they grow up, just more cynical. They stop putting all of themselves into everything they do because they become afraid of failing, of letting themselves get hurt.
The mere sight of a Princess reminds them, deep in their heart, the dreams they had when they were young. And to hold onto them.
This Effect activates whenever a Living target looks at the Princess for at least two rounds. It does not require an Action or Exertion. Select a Living target within 300 feet. “Your target should be intuitively based on the triggering event. This Effect cannot be used unless you are in alternate form. Roll Charisma + Alertness at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by hope. 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.
This Effect is not obvious, and the only sign you are using an Effect is wind blowing though your hair a little. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Trauma at all times: Pushing back the Darkness: If you see a civilian in danger, you must roll self-control to not immedately go to their aid.
Sally speaks into her microphone as her message is broadcast from any broadcasting devices within the selected range. Her voice is more robotic when heard over messages
Exert your Mind and spend an Action. You must actively and obviously use wired microphone (powered) to activate this Effect.
You may send a single message to all targets which are within a specified range. It can be as complex or as large as you like.
You must share a common language for your target to understand the message.
You may only use this Effect once per day.
Ringo turns one of his fingers (his index finger most of the time) into a sharp needle capable of piercing through an individuals skin and injecting them with his cells, instantly destroying anything harmful thats residing in the individuals body (ex: diseases, pathogens, bacteria, etc.).
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see one of your fingers turn into a sharp needle.
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.
Norton can allow himself or others to subsist on the invigorating hopes & dreams suffusing the world.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use Imperial Regalia to activate this Effect.
For the next 24 hours, your target does not require any food, water, sleep, or air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Mountain Spirit’s Leap
When Stinky Pete focuses his mind to teleport, his form becomes momentarily blurred, like a mirage dancing on the mountain wind. His eyes glaze over as he attunes himself to the earth beneath him, feeling the ancient paths and hidden routes that only he can sense.
As he exerts his Mind, the very ground seems to respond, sending tremors through the soil, and his form flickers, bending reality as if nature itself is plucking him from one spot and dropping him elsewhere. To an observer, it’s like he vanishes into thin air with a gust of wind and reappears where he intends, the faint sound of shifting stones accompanying his arrival.
If in a mountainous area, this ability becomes even more dramatic. The mountains seem to call out to him, their ridges and peaks aligning in his mind like a vast interconnected web. For one minute, as he traverses the rocky terrain, each step resonates with an ancient power. When he decides to jump, there’s a sudden, sharp pull as the very fabric of the mountains folds, spitting him out at the edge of another range, no matter how distant. The terrain doesn’t just connect; it becomes an extension of his will, bending space and time as if he were an avatar of the mountains themselves.
Exert your Mind and spend 15 minutes. Select a Location within your line of sight.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Mountains for one minute, you may activate this Effect and travel to the edge of any other Mountains that you’re aware of, regardless of range.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail.
This Gift's Cost is capped at 2 and cannot be increased further.
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 seasoned necromancer's darkest art spits in the face of the natural order. Given sufficient preparation, they may temporarily revive any dead individual.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts for eight hours or 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.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may only use this Effect once per day.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + 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. Armor is fully effective against this damage.
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. 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.