Jamey Bodacious looks the officer up and down before lowering his shades. Their eyes meet. A pink glint is reflected off both of their shades. Oh yeah. Love is in the air.
"Love knows no bounds, and there are no walls it can't break! The road to the soul lies in the eyes, yet the heart can be seen if you look for it."
Activation roll: Charisma + Bravado
Spend an Action. Select a Living or Animate target within 45 feet. You must actively and obviously use sunglasses to activate this Effect. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next hour, your target will do things they otherwise wouldn’t have done, inspired by love. They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same 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.
This Gift's Cost is capped at 2 and cannot be increased further.
Energy dome tattoo flares cyan
Spend an Action. This Effect cannot be used unless Target is carrying cold forged iron. You must actively and obviously use Dome tattoo to activate this Effect.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next minute. Any Animate targets within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
This Gift's Cost is capped at 2 and cannot be increased further.
The Goblin King calls upon the power of nature to empower plant life, causing it to grow into long, powerful vines that bind his foes, and continue to grow larger and more powerful.
Exert your Mind and spend an Action to activate. Select a target within 20 feet. This Effect cannot be used unless Area is accessible to Plantlife or Fungi. You must actively and obviously use Club to activate this Effect. Roll Perception + Survival at Difficulty 6. The target] may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.
Lorenzo sets a pile of $10,000 cash (or equivalent in other currency) on fire. As it burns, gold-green smoke wafts up from the blaze and into the nostrils of Lorenzo and 5 other people, who become immediately very high and full of euphoric bliss.
Spend an Action to activate. Select a number of Living targets equal to your Charisma within arm's reach. You must use up $10000 cash in order to activate this Effect. Roll Charisma + Alertness at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by happiness, joy, euphoria, or bliss. They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same 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.
Both attacking someone and being attacked will end the Effect.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Upon selecting the item of choice to repair, the user, must splash a surge of ink over the desired object. It completely surrounds the object for a few seconds before coagulating together beneath the object, into a pool of ink that bubbles and boils. From it, a spectre will rise from the Well beneath- an amalgamation that looks as if comprised of various humans and creatures stitched together by someone who failed biology. It looks different each time.
An incomplete drawing of the object will then appear on the sketchbook, reflecting the damaged parts of the object they desire to repair. The user will then need to fill in the incomplete drawing using nothing but their own drawing skills. As the user slowly completes the sketch, the spectre will reach down into the well, pull out various creatures from the Well, tear them into pieces, and melt them down into viscous blobs of ink, and mold them into the object. The ink will gradually take form into the vehicle and root itself within it.
This ritual is fragile- if the user is unable to finish it in its entirety, the repaired parts will melt back into ink and sploosh onto the ground.
Matter and energy can not be created or destroyed. Its fuel must come from somewhere.
Spend 10 Rounds. 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 use up 1 liter of ink in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a spectre will rise from the Well beneath- an amalgamation that looks as if comprised of various humans and creatures stitched together by someone who failed biology. It looks different each time. As the user slowly completes the sketch, the spectre will reach down into the well, pull out various creatures from the Well, tear them into pieces, and melt them down into viscous blobs of ink, and mold them into the object..
With so much viable prey around, how's a girl to keep track of the ones she really wants? Smudging a little bit of your makeup onto them to mark your territory is probably a good start.
(You don't actually have to kiss the target. Sometimes that's weird. You can just smear this mark onto their collar with your thumb if you want.)
Exert your Mind and spend an Action. Select a Animate target within arm's reach.
Your target is marked with a smear of lipgloss. The mark can be easily removed if it is discovered.
You are aware of the marked target's 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. You can have up to 3 marks active.
You receive +2 dice to any rolls made against a marked target.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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 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 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.