Turns anything Garfield near into a Vantablack Colored Item that has a special adaptive ability.
Exert your Mind and spend 1 Action. Select a non-Alien Device within arm's reach. This Effect cannot be used unless danger is sensed. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
Gareth's head begins to spark and crackle with energy and suddenly a burst of lightning flashes out from his temple
one night while reading Nickola Tesla's biography on a park bench, Gareth noticed a strange cloud forming above his head that suddenly flashed a mighty bolt of lighting down upon him. The bench he was sitting on and the grass around him were blown away only leaving him and his book unscathed. ever since that night Gareth found he was able to call on the might of that electrical current. Strangely Gareth found that along with this new found power, he also grew a major fear of anything that may be considered unsanitary
Spend an Action to activate. Select a target within 45 feet. Roll Intellect + Investigation Difficulty 6. The target may contest by rolling Mind, Difficulty 6.
If the contested Outcome is positive, the target takes that much damage plus 3. 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.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Major germaphobe " must roll mind to pick up anything that is dirty with his bare skin.
A normal suit belt that looks like your average belt with a round belt buckle. It doesn’t stand out too much, other than being a belt with a unique design.
This belt contains 3 small wards. One of these wards can be activated inside the belt, and the other three can be spread out. This allows Liam to communicate with others, but also be alerted to beings entering his perimeter as well as his comrades if he chooses to give them his wards.
Exert your Mind and spend an Action. Select a Location within 10 feet.
You place a ward,. You can see through the ward as though you were standing at its location. This Artifact may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
Whenever something crosses into the observational range of the Ward, you and those you've allowed to tune in are alerted by Synapse alert (nervous system registers direction).
You may communicate through your ward, though doing so will reveal its presence.
Lightning coalesces around arcing out of her body, Raika points at a place.
I am lightning, I become your end.
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Intellect + Occult at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
Anyone hit by the blast may roll Body at Difficulty 7 as a Free Action, and reduce their Damage taken by the Outcome.
Zak taps away at his smarthphone, and the computer system he hacks sparks with green sparks. A green bunny with x's for eyes appears in the system.
Exert your Mind and spend 2 Actions to activate. Select a Computer within 20 feet. Does not work on Alien technology. You must actively and obviously use a computer or smartphone 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. The hacking roll and their defensive roll are both 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.
Every hack you make leaves behind a green bunny in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
Like with the gift „Influence of the Bourgeoisie“ Marcus shows his opponend his ring and it starts to glow blue. While it starts to glow, the person sees their lowest moments and traumas in life.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically.
If they fail, your target will take 1 point of Mind damage and gain a new Trauma selected by the GM. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
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 Animate 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. 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.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. 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 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 psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.