Inhale the spirits and blow out the the smoke. The Artifact is a Wooden Smoking Pipe, with tribal carvings. Both parties start "Tripping Balls"
The Tribal carvings stolen from Ancient Knowledge burn the combustion fuel of herbs and transmutes them into a healing aura
Expend a point of Battery and spend 1 minute. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Occult 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The spirits of Dead Indegious Tribals that dance creepily, tearing away at each other's ghostly flash and replacing the wound's of the chosen with the vitality of their own..
Spends 10 minutes repairing the object with floating Gaelic runes
Exert your Mind and spend 1 Action. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. You must actively and obviously use Welding Googles to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Intellect + Crafts at Difficulty 6.
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.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Penalty ever exceeds 5.
You may only use this Effect once per day.
Levi takes a giant jump, usually as an escape. If used while falling, Levi bends his legs and covers his face to brace for a fall.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
You may only use this Effect once per day.
The fighter crawls from the ground, gripping at the ankles of their opponent to slam them against the ground.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within 45 feet. Roll Brawn + Brawl 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.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
When you die, you may activate this Effect targeting the person that killed you at any range and without any penalty. Its roll is at -1 Difficulty.
Isaac tosses a baseball up into the air before smacking it with with his bat, sending it flying towards his target, with the damage delt popping up before vanishing. If the attack does no damage or the roll is botched, the attack still hits visually but instead of damage, "missed" pops up.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within 50 feet. Roll Brawn + Melee 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.
If the target receives an Injury, they are knocked back 5 * Severity feet.
Preston withdraws a mirror, wiggles his fingers, and speaks a rhyme beginning with "mirror mirror." The surface of the mirror shimmers and shifts, showing what lies beyond. However, too much usage of the mirror can lead to narcissism and paranoia.
Exert your Mind and spend an Action. Select a target Location within 500 feet. You must actively and obviously use a mirror to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You may perceive things as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
Others near you may choose to observe what you are perceiving by the images appearing in the mirror.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
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.
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 Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.