The user writes in the journal using a writing implement that has been fully doused in a bottle of ink, manifesting a connection between their dreams and a target. As they do so, wisps of otherworldly color momentarily surround the target, beckoning them to fall into the dream. When they do so, they are enveloped into a dream world of the user's choosing, where a version of themselves exists as a guide for the target.
Exert your Mind (unless the target is already drowsy) and spend an Action. Select a single Living or Animate target or a Location within 300 feet. If you select a Location, all Living or Animate targets within 20 feet of the chosen Location, besides yourself, are affected. You must use up a bottle of ink in order to activate this Effect. Roll Charisma + Culture at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, affected targets 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 asleep for Contested Outcome x 3 hours.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
You may determine the content of an affected target's dreams while they are asleep, but they must involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them. By maintaining Concentration, you may enter their dreams and converse with them directly.
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.
The target can be compelled to take physical actions and use their senses by other Effects, and they will still remain asleep throughout. If this occurs, they will be obviously sleepwalking to anyone who observes them.
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.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Day Dreamer: You suffer a form of minor narcolepsy, as the dream journal beckons. Every two hours, if you do not rest for at least thirty minutes, roll Mind at Difficulty 7. On a failure, you become drowsy and suffer a -2 dice penalty until you rest. If you fail this check again without resting or botch, you fall asleep, Tortured Poet: Your vitality is sapped by the journal, amplifying any pain you feel. Any Stress from your Body score is multiplied by 1.5, rounded down. For example, if you are Wounded, you are at -3 Stress. At Mauled, you are at -4, and at Maimed, you are at -6, and Writer's Cramp: Writing in the dream journal has taken its toll. Whenever your right shoulder takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
Cornelius channels his divine energies through his hands, causing them to glow with pink light, and causes the untapped faith within his target to become activated and heal them of their wounds.
Exert your Mind and spend 1 minute to activate. 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 Charisma + Influence 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.
He flicks open his shades that hung off his breast-pocket and speaks to the individual
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Firearms 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.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
The user has markings on both cheeks that resembles dark roots of Yggdrasil being more akin to tentacles. When using the Power is used lines will appear from below the ear and spread to the tip of the lips before the tentacles are revealed.
Exert your Mind and spend 1 minute. Select a Device within 20 feet. Does not work on Alien technology. Roll Perception + 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.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The user's jaw visibly begins to rip apart to reveal a swath of 3 tentacles that shoot out towards it target.
Sleek, gold and silver finish, engraved biblical motifs, glowing cross emblem, ergonomic grip, crystal barrel core, ethereal light effects, compact size, holy inscriptions.
For all intents and purposes, this is a laser gun that Eden made to charge a shot you need to load one D cell battery Per shot although they’re not 100% accurate he did throw in a homing system
P.s Just a weird character quirk that everything he makes he turns into a biblical reference. No, he is not religious.
Exert your Mind and spend an Action. Select a target within 50 feet. Roll Intellect + Science 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 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.
Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
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.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
Pulling out your notebook, you compile your thoughts on the local area.
You can get an intuitive sense of the alien energies at play, given your constant exposure to them! Make sure to jot then down if you can, hahaha…
Alternatively, looking at some of the scrawled pages, you feel free to let your thoughts wander… and then an epiphany strikes you. A word, a sentence sticks out to you… it reminds you of something that happened here, and a vision flashes in your mind.
Where did it come from? Who knows? It almost feels like you’ve been here before…
Spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a notebook that you’ve written in to activate this Effect. At the end of your investigation, roll Intellect + Investigation 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.
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.
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 can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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 doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.