A horrifying vampire apparition placing his hand onto Dimitrys head and emit pulsing red light from both Dimitry's and themselves eyes.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn the following information about the area:
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You cannot investigate the same area more than once per day.
After I touch any part of the patients body with the hand with the ring on and with the intent to use my gift a string grows from the ring and enters the patients body. Over 30 seconds the string makes its way to the patients brain and calms the mind of the patient. Can be interrupted by anyone breaking the string or separating my connection to the patient.
Expend a point of Battery to activate. Select a Living target within arm's reach. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
This is a small rivet gun implement, that injects a small Ceramic Stud into the targets spine, painlessly of course. relaying location and vitals to Devices small screen. It looks like a pail pink disk pressed against the skin.
The Screen on the Artifact shows the direction and distance to all Targets, well those targets gain a gut feeling as to where the artifact is.
The Trail is a visible Red ribbon of light left floating in the air from where the Mark target Heart or center of mass is. Marked targets are able to be "switch on" to allow them to see the trails, Cheslav having a permanent implant allowing this.
Spend an Action. Select a Animate target within arm's reach. The target may Resist.
Your target is marked with a Spinal Stud. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's vital status, injuries, direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. This Artifact can have up to 3 marks active.
You receive +2 dice to any rolls made against a marked target.
Marked targets leave a trail wherever they go that is visible only to you and those you teach to see it. This trail shows how long ago the target was there and is followable even when they are in a vehicle.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
The blacksmith pulls out a steel ball/tool, and transforms the steel into a great wall
(If full size of gift 20x5x.5 would weigh 24,500lbs, just for reference)
Exert your Mind and spend an Action. Select a Location within arm's reach. You must use up 2 lbs of Steel in order to activate this Effect.
Select one of the following alterations to create out of Steel originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may opt to have your alteration form immediately. If you do, it falls apart in exactly one Round.
Red eyes and horns form as the stone glows red. Abigal's fingers turn to dark claws as they grow into weapons meant to shed blood, ichor, or oil.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within arm's reach. Roll Dexterity + 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. Armor is fully effective against this Damage.
Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Demonic Appernce is is made completely noticeable.
With a quick strum, a beat, a lick, Julian Carlos fires out a grey hum from his instrument, visible vibrations of pure Música, they stop bullets in air, they stop blades in place, and they stop boredom from setting in.
Spend an Action. Select a target within 45 feet. You must actively and obviously use an 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 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.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
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 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 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 aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.