When the Recycling Nano-Bots are activated, the user wears a sleek necklace with a small, pendant-like device that hums quietly, emitting a soft blue glow. The user touches the pendant, expending a point of Battery, and the glow intensifies, spreading out in a thin, shimmering wave that envelops the dead target. The process takes one minute, during which the target's body slowly animates, twitching at first, then moving with more purpose
Expend a point of Battery 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. 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 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 all their Abilities set to 0. 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.
Somehow, your features scrunch up even harder as you can see nearby unimpeded.
Exert your Mind and spend an Action.
You may perceive things through Sight within 75 feet of you with perfect clarity as though there were no walls or obstacles blocking your view. The effect lasts indefinitely but you must maintain Concentration to keep it up.
You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.
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.
Is it coincidence or is it 'fate?' Or is it something sinister? The subject and the castor will 'coincidentally' learn how they could mutually benefit each other during a 'chance' meeting if they get within 20 feet of each other.
Sometimes it isn't what you know, it's who you know. The user of this power is able to track the targets of this power by mentally concentrating, and the target's location appears in their mind's eye like a quest tracker in a video game.
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 Photograph of the target. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome. For any information you learn about your target, the corresponding information about you is shared with them.
You cannot investigate the same target more than once per day.
Minerva lets out a breath and closes her eyes for a moment. She slips into the Dreamlands for just a moment, and when she comes back, she leaves just a little bit of herself there. Opening her eyes, her irises have become rainbow coloured, and she can see in both, although she's just a little paler, like some of the colour has left her.
In a pinch, she can illusion her irises back to normal, but she prefers to leave them like that.
Exert your Mind and spend one minute. You must actively and obviously use silver fox pendant to activate this Effect.
You may perceive things through sight within 500 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes.
You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.
...
Spend a minute. Investigate an area with a radius of up to 1 mile Can only be activated while you are in roads. At the end of your investigation, roll Perception + Drive at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about the area:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same area more than once per day.
Eric has gained the ability to manipulate the toxins that he has placed inside of another being's body. Utilizing this great new capability he sends the toxin that is actively eating away at the target into the main control center, disabling them and stopping it from sending signals out to the rest of the body. He seems to point at the target and says a few words, after that the target begins to suffer from Locked in syndrome as the toxin takes over the central system that is controlling the being
Toxins include poisons, venoms, nerve agents, tranquilizers, and other dangerous substances that are spread via the circulatory system,
The injure and afflict are considered toxins
Spend an Action. Select a Living or Animate target within 30 feet. This Effect cannot be used unless the target is currently suffering from a Toxin. Roll Intellect + Crafts at Difficulty 6. Affected targets may resist by rolling Body at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 minutes, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Contested Outcome x 3 rounds. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.
When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
EzFake is an app that appears on any cell phone the influencer holds as long as they are holding it. The influencer need only make a selection and focus their will to project a lifelike forgery into the world in front of them. It may be an object, a creature, or even a specific person, and they can speak and make sounds as well.
The Influencer gets ready to film, and focuses fully on getting a good shot. After all, no video doctoring software can compete with a real life forgery which can be filmed from any number of directions by anyone's camera and appear legitimate.
Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their smell, hearing, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
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 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 beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.