Hamil presents a radiant cross that burns with holy light. 12 rays shine with a wrathful radiance. One for each of Peers of Charlemagne. And invoking the spirits of these paladins, their 12 blades of light smite down on the target.
Spend an Action. Select a target within 45 feet. You must actively and obviously use a cross to activate this Effect. Roll Charisma + Influence 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.
This Gift's Cost is capped at 2 and cannot be increased further.
Sora tosses out a game cartridge which seems to impact against nothing as a portal appears, seeming to lead to a vibrant pixilated world. He steps through it as a dragon appears from the other side and flies to the destination point where another portal appears and Sora re-emerges.
Through extended exposure, Sora's Chimeran DNA has absorbed some of the properties of Maikendo, allowing Sora to use Maikendo as a 'go between' between two locations. This sometimes causes mild annoyance to residents as he will randomly appear within the world before disappearing again a few moments later. He always apologizes for this afterwards.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight. You must actively and obviously use Game Cartridge to activate this Effect.
You are transported directly to the chosen Location. You must wait 1 full Round before activating this Effect again.
When you Travel, you leave a pixilated dragon which flies from one point to another as Sora travels as a distinct trail between your starting and end points.
Colorless odorless spores are release quickly in the direction of the target and they travel through the targets body transefering Hawthorne consciousness into their body.
The fungus takeover and Hawthorne now has control over the individuals body. Hawthorne can maintain this control only for a short amount of time but can choose to sever the connection completely with her old body by dying and takeover the new one
Exert your Mind and spend an Action to activate. Select a Living or Sapient target within 20 feet. Roll Intellect + Science at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of minutes equal to the Contested Outcome. The target has no control over their body or actions, though they retain consciousness and will remember anything that occurs during the possession.
Your original body will be left behind, unconscious, in its same location. You may perceive through your original body's senses, but will be at a -2 dice penalty to all Actions while doing so. If your original body is touched, you get a Perception + Alertness check to notice. 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. 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, know their secrets, or access any hidden knowledge or information they possess.
Gifts: You have access to and can use any of your own Powers which are not 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. If the possession ends and your original body was killed, you may make a contested Mind roll against the host. The loser becomes a helpless observer as long as you both inhabit their body.
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 must make a Trauma roll. If they succeed, the possession ends and you are evicted from their body. If they fail, they will gain a new Trauma, but can still choose to Exert their Mind and evict you back into your original body.
This Effect is not obvious, and the only sign you are using an Effect is Hawthornes body tensed momentarily. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The spiritual and the physical are often construed as opposing realms, like day and night. In reality, especially regarding the world of art, the spiritual is capable of meaning more than one may realize. In this case, when the user clearly understands their intent and can visualize the object they wish to fix, they are able to dive into the spirit world and retrieve the desires of the creator of this object and re-well them back into the object, revitalizing it's dutiful spirit and repairing it in the process.
Luci has often reported catching glimpses of the original creators and designers obsessing over their work as she fixes the object of her current obsession.
However, there is always a chance that when pulling those spiritual desires, one may unintentionally drag along some unwanted baggage that may stick with them for longer than a few seconds.
Matter and energy can not be created or destroyed. Its fuel must come from somewhere.
Spend 1 Action. Select a Object within arm's reach that is of any size. You may target Alien technology, so long as you have an understanding of its intended function. When repairing Alien targets, you must Exert your Mind. 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. More than half the target object must be present in order to begin repairs. Roll Perception + 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. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
Augustine has become quite good at reading people, the things he usually wants to read is what he can use against them.
Exert your Mind and spend 2 Actions. Select a Sapient target within 20 feet. At the end of your investigation, roll Intellect + Alertness at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
"...Come close, my brethren! Bask in the rainbow glow of the cosmos! Feel its energy radiate from your very mind, and feel its influence! Its power! That power which only *I* can bestow! Step forward, and be born anew! Stand with me, and bear the weight of the universe!..."
[Brain Hacks]: The boon provided has no physical marring and only weighs heavily on the afflicted's mind, not being actively harmful and merely taking up space. Its presence can always be felt, but is only a threat if the bearer already has too much on their mind.
[Critical Failure]: Serq is clumsily molding the power of the universe into the shape they see fit, fully aware of the consequences it might bring. Their link to The Mother protects them somewhat, but they are still susceptible to the psionic backlash created by pulling the wrong dimensional thread.
~~~
Cosmic Blessing: Specialized
(You are enhanced by the power of the cosmos, receiving +2 dice to [_____].)
Cosmic Blessing: Environmental Adaptation
(You are enhanced by the power of the cosmos, suffering no harm from heat, cold, pressure, or lack of oxygen while in [_____] - provided that challenge normally exists in that environment.)
Cosmic Blessing: Implanted Tool
(You are enhanced by the power of the cosmos, being able to act as if you always have a fully-functional [_____] on-hand.)
Cosmic Blessing: Armor
(You are enhanced by the power of the cosmos, gaining 2 Armor at all times.)
Cosmic Blessing: Pouch
(You are enhanced by the power of the cosmos, being granted a small dimensional portal somewhere inside your body that can hold no more than a briefcase (15 liters). Items stored in this space can still be detected by any means that would find them were they held in a physical pocket.)
Cosmic Blessing: Zippy
(You are enhanced by the power of the cosmos, gaining +10 feet of Free Movement.)
Cosmic Blessing: Maws and Claws
(You are enhanced by the power of the cosmos, dealing +2 Weapon damage with unarmed attacks instead of -1.)
Exert your Mind and spend 30 minutes. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you immediately receive 4 points of mind damage that cannot be prevented, reduced, or recovered via any means other than restful sleep. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
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