Liv sets up a ritual, then binds a lesser nonphysical demon to the target, allowing it to achieve a specific effect. The ritual takes 30 minutes to setup and execute, and requires bringing out a demon bound harshly by ethereal chains with sharp spikes. The demon radiates a feeling of wrongness.
Liv can dismiss a demon previously bound at any time.
Liv does a ritual with a non-physical demon to gain minor benefits from them for herself or others
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 The demon breaks free, and attacks Liv, taking a piece of her (Major Battle Scar). 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.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see non corporeal demon radiating an aura of malice and wrongness.
Conner using a tattooing gun can from a distance manipulate the tattoos he has placed on people to communicate by tattooing their face on himself while also causing their tattoo to temporarily change into a face causing them to be able to communicate.
Conner’s Perspective (The Caster)
As Conner prepares to bridge the vast distances between himself and those he’s marked, he settles into a familiar ritual with the tattooing gun in hand. This instrument, more a wand than a tool in this moment, hums to life with an almost eager anticipation. As he begins the process, not on another but on his own flesh, the needle dances with precision and intent. It doesn’t inscribe a new tattoo but activates the magic latent within him, a conduit to those he seeks.
The ink under his skin stirs, coalescing into the face of the individual he wishes to communicate with. It’s a generic face, a template that morphs to adopt the nuances of expression and emotion, a mirror to the person’s current state. This face doesn’t belong to anyone yet resembles everyone, a paradox made possible through magic. It’s a surreal experience, watching these features form and shift, their eyes locking with his in silent conversation. The connection is palpable, a thread of energy that tugs at his core, a blend of concentration and a mysterious, ethereal bond.
The Tattooed Individual’s Perspective (The Receiver)
For the person on the receiving end, the experience is equally mystifying. The tattoo that marks their bond with Conner, usually a static image, begins to undulate gently. This movement is subtle, not painful but undeniably present, like the first hint of a breeze that promises the storm to come. Then, as if the ink itself is alive, their tattoo morphs into a face.
This face, while not Conner’s, carries an echo of his presence. It’s a visage without identity, yet filled with expression, changing and responding as if part of a conversation. This manifestation is deeply personal, a visual representation of the invisible line that now connects them over distances untold. The voice that accompanies this visual transformation is clear, resonating not in the air but in the mind, a direct conduit to Conner. It’s an intimate exchange, shielded from the world, as though the words are whispered directly into their soul.
Spend an Action. Select a number of targets up to your Mind rating any distance away from you. You must have specific targets in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless “Connor has used Permanent Magical Tattoos on the target.”. You must actively and obviously use Tattooing Gun to activate this Effect.
You open up a line of communication to your targets, 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.
At some point—somewhere between all the nights she spent curled next to Bapha's twitching tail and the mornings spent cleaning blood off her shoes—Vita started hearing the way monsters think. Not words, exactly, but wants. She doesn’t bark commands. She echoes them, speaks them in the secret tongue stitched into fur and scale. It was never a spell. It's just that the beasts listen now. And worse, they obey.
Bapha hasn’t noticed. Or maybe he has, and he’s pretending not to.
When Vita activates this effect, the creature’s body convulses—like it’s being yanked on invisible wires. Its limbs twitch violently. It tries to resist, but there’s no fight in its eyes anymore—just a blank glaze and eerie stillness. The world around her goes muffled, like someone turned down the volume of everything except the sound of wet breathing and bone creak. People watching know something unspeakable just happened. They can’t say what. But they know.
This isn’t training. It’s contamination. The longer Vita spends tethered to Bapha, the more the line between her and the creatures blurs. This Gift didn’t come from study or practice—it seeped in like mold in forgotten places. Now when she looks at a beast, it knows her. Not as prey, not as predator—something worse: kin.
And she doesn’t even realize it’s happening.
Every command is a breach. Every flick of her fingers etches new cracks in the divide between mortal will and feral instinct. One day, she might give a command she doesn’t mean to. And something ancient might answer back.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the creatures, body spasms as if it’s fighting for its life before it ultimately loses, said fight and its eyes glaze over anyone who witnesses has a sense that I have done something horrible to said creature and Is immediately off put by me.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living or Animate target within arm's reach. Your target takes a Severity 1 Injury. You must actively and obviously use water, a container, and heat 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.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
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
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.
When activated there is a visual tremor that shudders through the substrate the nail is embedded in - this immediately bring on the fear of enclosed spaces in all those effected. Edgar sets the trap by scratching a sigil on the head of the nail, then hammers it into a surface with his fist. Anyone who concentrates on the sigil can freely pass these traps without setting them off.
Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 20 feet. This trap lasts until triggered or disarmed. This Effect cannot be used unless must be placed in an enclosed environment. You must use up a coffin nail in order to activate this Effect. Roll Charisma + Influence Difficulty 6.
The trap looks like a coffin nail driven into a surface. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Sapient target that enters within 20 feet will trigger the trap. All Sapient targets within 20 feet of them are also affected. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If your Contested Outcome is positive, affected targets takes 1 point of Mind Damage and gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
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.
Under your will, your body harden. Your complexion is slightly more white, and your skin is as smooth and cold than marble. If you didn't move, people could probably mistake you for a Greek statue.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
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.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
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 are speaking to multiple people and the target is listening.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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.