Lines of a magnetic ferro-fluid flow from underneath the steel bracelet, forming a Henna pattern on the desired surface. This effect cannot be employed unless "unlocked" by the activation of an Inderpal Close Protection Contract. When activated, the R.I.S.H.I. will release ferro fluid markings that will form a lotus pattern on either the wielder or the target.
Exert your Mind and spend an Action. Select a Location within 10 feet. This Effect cannot be used unless under a Close Protection Contract.
You place a ward, which is fixed to its initial location. You can hear and 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. It can be detected with a roll and destroyed through mundane means.
You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.
Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.
You may communicate through your ward, though doing so will reveal its presence.
The person is overcome with a warm and powerful feeling, out of Parker’s motivation and guidance, their spirit fueling everyone else’s, even protecting their own emotions.
This Effect activates whenever you or a friendly creature is overcome with despair or fear. It does not require an Action or Exertion. Select a Living target within 45 feet. Roll Charisma + Athletics 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 bravery/tenacity. 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 Effect is not obvious, and the only sign you are using an Effect is giving a target a warm word or gesture. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Freeman spins and slices at his victim, severing limbs in seconds and leaving fully-healed stumps behind. He may also modify the target's body to fail at the most inopportune moment.
Exert your Mind (unless your target is injured) and Spend an Action. Select a Living or Animate target within arm's reach. You may select a target at any range if you use up a body part of the target. Roll Dexterity + Medicine at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must remove body parts.
Possession of this Power grants the following Trauma at all times: compulsion to drink spilled blood.
Mikula Selyaninovich, the legendary bogatyr, was known for his unparalleled strength, not just of body but of presence. His very being carried the weight of the earth itself, and those who stood before him felt as if they were being crushed under an invisible force. Harry Johnson, striving to embody this immense power, taps into the legacy of Mikula when he unleashes his “Crushing Gaze.”
When Harry activates this power, it’s as though he draws upon the ancient strength of Mikula, whose connection to the earth and its unyielding force was unmatched. The air around Harry becomes dense, heavy with a primal energy that can be felt even by those unaware of its source. It’s not something seen but something sensed—a deep, instinctual recognition that the man before them carries within him the spirit of an unstoppable force.
For those who meet Harry’s gaze, the experience is overwhelming. They are suddenly gripped by the same crushing pressure that Mikula’s enemies must have felt, as if the very ground beneath them is pulling them down, dragging them into the depths of the earth. Their mind buckles under this invisible weight, assaulted by the sheer power of Harry’s presence, which echoes the ancient bogatyr’s legendary might.
This is not just fear—it’s a confrontation with the raw, unrelenting power that Mikula embodied. The target feels their own insignificance in the face of such strength, a mental and spiritual blow that leaves them shaken to their core. Even after the moment passes, the lingering sense of dread remains, as if they have glimpsed the true depth of Harry’s potential to embody the legendary bogatyr.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Brawn + Influence Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
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.
The eye sparks & sputters, leaving an imprint from which Grace can extend her senses. Grace can communicate through it at will.
Exert your Mind and spend an Action. Select a Location within 10 feet.
You place a ward, which is fixed to its initial location. You can perceive with all your senses 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. It can be detected with a roll and destroyed through mundane means.
You may destroy the Ward to activate one Investigate Individual, >Object, or Area Effect as though you were standing at its location.
You may communicate through your ward, though doing so will reveal its presence.
The user presses a button on his glasses and petrifies anyone around the person he is looking at. (reduces dice pools to zero)
Spend an Action. Select a Location within 300 feet. You must actively and obviously use Must be wearing glasses to not be petrified himself. to activate this Effect. Roll Perception + Alertness at Difficulty 6. All targets within 20 feet of the chosen Location may contest by Defending or Dodging.
If you succeed, all affected targets 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 (except attempts to escape or break the binding, which only suffer half this penalty).
Restricted targets may escape their binding by spending an Action and taking a Severity-1 Injury. Their movement is reduced by 10 feet until the Injury heals.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The image of medusa appears in his eyes, snakes coming out of his eyes and turning anyone who is looking at him to stone.
This Gift's Cost is capped at 2 and cannot be increased further.
You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
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 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, in its same location. You may perceive through your original body's senses, at a -2 penalty to all Actions while doing so. If your original body is touched, you get a Perception check 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.
This Gift's Cost is capped at 2 and cannot be increased further.
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.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is that you keep peeking at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Sapient targets can resist by rolling Mind at Difficulty 6.