Cahara investigates the area , stopping once in a while as if , she was listening to some one talking to her.
People standing right next to Cahara will hear quiet whispers but won’t be able to understand what is being said to Cahara.
Raise the hair on your neck. Tune in to the city.
Cool for: City Lovers, The Wisest of the Street Wise, The Genuinely Supra-Natural
Shivers come when the temperature drops and you become more keenly aware of your surroundings. It enables you to hear the city itself, to truly belong to the streets. It is a supra-natural ability; old wrongs play out in present time, scenes across the city happen in front of you. But who is speaking to you?
At high levels, Shivers may make you seem mad to the outside world – as you listen to the city, you don’t listen to others. Your superiors may begin to worry. With a low Shivers, though you will seldom hear the city speaking to you – and if you cannot hear it, how can you ever save it?
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
Angel hefts up a bat or anything similar and swings it from a ways away. Despite the lack of physical contact, the target is struck across the face and put into a pleasant, smiling daze like Angel’s previous default. They may look around or ask questions like “Why am I here again?”.
Activated Rune: Calm Anger
Expend a point of Battery and spend an Action. Select a Animate target within 20 feet. Roll Brawn + Influence at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 3 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
Keith Nightly grabs an instrument and pours his soul into a rockin' jam session, letting out a sonic blast so powerful it disorients his target and can rupture organs.
Uses Music
Exert your Mind and spend an Action to activate. Select a target within 45 feet. You must actively and obviously use Musical Instrument to activate this Effect. 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 3. Armor is fully effective against this damage.
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.
Devonia will place their hand near the target, as a amber, primordial fluid flows from their hand into the target, causing small grows of feathers, horns and fur to grow before aging and withering away afterwards
The target will notably grow older overtime, and with repeated use, will eventually start sporting the same horns, feathers, and fur with enough uses (roughly 10 uses, not set in stone currently)
Spend an Action. Select a Animate target within arm's reach.
For the next 24 hours, your target does not require any food, water, sleep, or air. Your target ages 1 year over the duration of the Effect. Supernatural attempts to age you are 5 times as effective. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
Your target is adapted to their current environment for one hour. While adapted, they do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
A person is ultimately nothing more than a collection of memories, they serve as the foundation of who someone is. There's no greater crime than robbing someone of that, of stealing their sense of self. Through taking hold of a folder filled with the target's memories, all it takes is a few rips and tears to take it all away. The target's strength of will, their determination to remain themself, is the only limiting factor.
On brief occasions, some sort of flaw in the target's memories is spotted. Ensuring that false evidence is disposed of is of utmost importance, of course, an error like that simply cannot stand. Thankfully, all that's really required to correct such a thing is a little rewrite.
Exert your Mind and spend 1 minute. Select a Sapient target within arm's reach. This Effect cannot be used unless you've previously used Mind Sleuth on the target successfully. You must use up a manilla folder in order to activate this Effect. Roll Perception + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, a specific period of time (up to 1 hour long) 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”). You may also choose to only alter a single specific detail rather than an entire period, such as a password, phone number, directions, or you may remove all knowledge of one specific thing, regardless of time period, such as a loved one, a location, a prized possession, etc.
You may use this Power to detect and repair any altered memories in the Target's mind.
Small, spikey, "bladderlike" green creatures similar to a Koosh ball are expelled from Benny's outstretched hand. Laching onto and burrowing into anyone they come in contact with causing excruciating pain.
Spend an Action. Select a target within arm's reach. You must actively and obviously use Strange Symbol to activate this Effect. Roll Charisma + Occult 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 2.
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.
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.
This Gift's Cost is capped at 2 and cannot be increased further.
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 magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
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
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. Your target should be intuitively based on the triggering event. 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.
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.