After a brief conversation, Chip's able to become best of friends with anyone-for a while. He can adapt his personal 'persona' and play off of the behaviors and subconscious tells of the target, by the end of the conversation, they'd do anything for each other.
Chip doesn't 'play roles', he lives them, lacking any true sense of self. Most likely, it's DID or something similiar.
Spend one minute. Select a number of Living or Animate targets equal to your Charisma within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next three hours, affected targets will do things they otherwise wouldn’t have done, inspired by Loyal Friendship. 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 Effect is not obvious, and the only sign you are using an Effect is A Conversation with the target(s), with a sudden serious attitude. Will mention that they're buddies now, or something similiar.. 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.
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.
in a hurry, filling in soon
Harnessing concepts and metaphor magically, mostly ink, Zoe makes certain capabilities inherently possible in her own body.
The first thing she learned with this is how to cause what looks like ink to rise from her skin, through clothes if necessary. This ink is a connection to a space outside of space, when she pushes an object against it the ink envelops it and then sinks and vanishes. She likes to refer to this as Hammerspace.
Next, armor, when preventing injury completely shows as a splash of the same temporary "ink" but when the armor is bypassed, her skin looks papery and torn around any injury.
Her implanted tool is a functioning metaphor of a smartphone, which she can choose to have display in her field of vision (either HUD or an illusory phone), optionally have sound only she can hear or "speakerphone",
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Exert your Mind and spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar 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.
Your alteration "heals" over the course of the next month, after which it is fully cured.
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Exert your Mind (unless you win a coin flip) and spend 1 minute.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Dexterity + Melee to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
Your eye looks normal on the whole, a soft sea green iris surrounded by clean white. Sometimes people think they see it shimmer from the corner of their eye but when they look closer nothing seems amiss.
You gain the following benefits at all times.
You are permanently and visibly transformed: Magic Left Eye. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1.
Your body is adapted to Perception Checks. You receive +3 dice on non-attack rolls related to Perception Checks.
The Severity of any Injury caused by Light Based Damage is increased by 2.
Like the heroes of old, Parker has developed a strength that can grab tight all manner of entities, from ghosts an ghouls to rivers and fog.
You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +0 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage. You may React to and Defend against firearms and other projectile attacks.
You also gain the following effects:
David sets a table or floor appropriately and puts down a Ouji board, calling upon the spirits present to divulge in him the secrets of the item he has placed next to the board, its power and purpose. A shade appears visibly in the room to move the planchette and answer, and sometimes may audibly speak or ignore the board and more visually give answer. If the object in question is a corpse, typically the spirit of the body will explain who killed them
David has walked through the Realms of Death many times, and spoken with many of the dead. Shades are starting to be drawn to him. Where another medium would be ignored by the dead, David’s rituals draw attention, even when they are done with such non-potent materials as commonplace Ouji boards. Unlike Blavatsky, whose earlier teachings inspire him, David does claim to speak with the dead, rather than other entities (Blavatsky was notably strange for her time for claiming that unlike other mediums the intelligences she consulted with were things other than ghosts).
Exert your Mind and spend a minute. Select a target Object within arm's reach. You must actively and obviously use ouji board to activate this Effect. At the end of your investigation, roll Charisma + Occult at Difficulty 6.
You learn all the following information about your target:
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
You cannot investigate the same target more than once per day.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
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.
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 Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and 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 can see your target.
You open up a line of communication to your target, 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.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.