aa
Exert your Mind and spend an Action. Select a target within 45 feet. This Effect cannot be used unless Their alternate form is active and they were affected by Don's traumatize. Roll Brawn + Alertness at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be pushed or pulled towards a surface within 45 feet and is restricted at that location by a physical, tangible binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Brawn, they are encased and cannot take any physical Actions other than attempting to escape until they break free.
The target may spend an Action and roll Brawn or Dexterity + Athletics to attempt to break free. They must accumulate a total Outcome equal to or greater than the original Contested Outcome to escape. Damage to the binding from outside sources also contributes.
If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.
You may end this Effect prematurely as a Free Action.
There is an illusion of blood pooling out of Blanche from every orifice and every pore, covering them in a slick mess of viscera, as their runic markings glow black and their target begins to bleed.
Exert your Mind and spend an Action. Select a Living target within 50 feet. Roll Intellect + Medicine Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
If the target receives an Injury, they are knocked back 5 * Severity feet.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Blanche covered head to toe in blood and gore, the rune scars on their arms glowing an eerie black as they focus all of their malicious intent into their target.
Possession of this Power grants the following Trauma at all times: Vengeful.
A doctor has ways of telling things about a patient just by looking conversing with them. Their medical information is always confidential. But the doctor knows~
Running a visual diagnostics check on a patient takes skill and a practiced eye. But for the user it is as simple as extrapolating known data across a variety of variables to achieve certain probable outcomes. Some doctors spend their whole lives trying to perfect this art. Others have an innate talent for it.
Exert your Mind and spend 2 Actions. Select a Sapient target or a Creature within 20 feet. You must use up a vial of antibodies in order to activate this Effect. At the end of your investigation, roll Intellect + Medicine at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome. For any information you learn about your target, the corresponding information about you is shared with them.
You cannot investigate the same target more than once per day.
The runes shine and shimmer, the golden energy imbues the soul as it turns bits and parts into such a sinisterly made material, it shines like gold, yet is worthless, and it lingers on the body until ways to remove it are in place, or it is allowed to fade away for a month.
Spend an Action. Select a Living or Animate target within 45 feet. Roll Perception + Occult 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:
You may affect up to 3 targets within range.
If two or more of your targets are touching and more than one fails to resist, you may conjoin them where they touch. This counts as a shared Battle Scar.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Missing finger and Missing finger. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Whenever Jacob is struck, a crown of thorns manifests on both the user and the target's heads, a manifestation of his festering doubts and anxiety. The worries just exacerbate and worsen, causing the crowns to grow violently and invade their brain through whatever path they can find...
Once they make their way to the brain, they "connect" and cause both Jacob and the target to experience the sum of their guilt and regret and jumble of emotions in a positive feedback loop that could leave both permanently scarred mentally. One could only guess what results from such an invasion of the mind.
At least Jacob is accustomed to coping with these sorts of... attacks. His resolve has been tempered. The target, however...
Jacob's able to withstand the potential trauma thanks to the demon that feeds off his feelings of guilt and regret. The demon gets a feast, so it 'blesses' Jacob with the ability to survive this attack relatively unscarred.
This Effect activates whenever you are struck by a melee attack. It does not require an Action or Exertion. Select a Sapient or Creature target within arm's reach. Your target should be intuitively based on the triggering event. Roll Intellect + Investigation 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the crowns' thorns probing and invading the head of the victim.
Exert your Mind and spend an Action. Select a Location no further than 25 feet from you and in your line of sight. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. The area within 10 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Athletics at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 10 feet of the chosen Location with Damage equal to your Outcome + 4.
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.
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 Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
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. Your wards last 3 hours. You 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.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.