An small orange, circular ‘chip’ with arachnid-like legs crawls and inserts itself in the target object, then lighting up with a ‘0u0’ expression as the object comes to life. When asked questions, it will respond in a robotic text-to-speech voice.
Exert your Mind and spend an Action. Select a electronics within arm's reach which could fit inside a briefcase (15 liters).
Your target will become Animated for three hours. You may choose to end the effect at will, as a Free Action. This Artifact can only maintain one animated object at a time.
Animated Objects have the following restrictions and capabilities:
"...Come close, my brethren! Bask in the rainbow glow of the cosmos! Feel its energy radiate from your very mind, and feel its influence! Its power! That power which only *I* can bestow! Step forward, and be born anew! Stand with me, and bear the weight of the universe!..."
[Brain Hacks]: The boon provided has no physical marring and only weighs heavily on the afflicted's mind, not being actively harmful and merely taking up space. Its presence can always be felt, but is only a threat if the bearer already has too much on their mind.
[Critical Failure]: Serq is clumsily molding the power of the universe into the shape they see fit, fully aware of the consequences it might bring. Their link to The Mother protects them somewhat, but they are still susceptible to the psionic backlash created by pulling the wrong dimensional thread.
~~~
Cosmic Blessing: Specialized
(You are enhanced by the power of the cosmos, receiving +2 dice to [_____].)
Cosmic Blessing: Environmental Adaptation
(You are enhanced by the power of the cosmos, suffering no harm from heat, cold, pressure, or lack of oxygen while in [_____] - provided that challenge normally exists in that environment.)
Cosmic Blessing: Implanted Tool
(You are enhanced by the power of the cosmos, being able to act as if you always have a fully-functional [_____] on-hand.)
Cosmic Blessing: Armor
(You are enhanced by the power of the cosmos, gaining 2 Armor at all times.)
Cosmic Blessing: Pouch
(You are enhanced by the power of the cosmos, being granted a small dimensional portal somewhere inside your body that can hold no more than a briefcase (15 liters). Items stored in this space can still be detected by any means that would find them were they held in a physical pocket.)
Cosmic Blessing: Zippy
(You are enhanced by the power of the cosmos, gaining +10 feet of Free Movement.)
Cosmic Blessing: Maws and Claws
(You are enhanced by the power of the cosmos, dealing +2 Weapon damage with unarmed attacks instead of -1.)
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 immediately receive 4 points of mind damage that cannot be prevented, reduced, or recovered via any means other than restful sleep. 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.
The kitsune creates an illusion out of nothing without any visible indicators of being the source.
Illusions she conjured take on lives of their own, dedicated to what she had willed them to do. Perfect simulacrums of the world, to both magical and physical senses, but as soon as they are disbelieved they become nothing once again.
Exert your Mind (unless you've established a connection with a spirit in the area you're using this effect in (by using Spirit Swiping Summoning Sound on the area.)) and spend an Action. Select a target within 45 feet. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place until it is dispelled or you choose to end it. It can be perceived by people through all of their senses. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who struggles against the illusion hard enough to break a window or who would be damaged by the illusion realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion is not fixed to the initial target, and may move about at a maximum speed 30 feet per Round. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
Possession of this Power grants the following Trauma at all times: Cynophobia.
A green and gold hand sized steele with the kanji for "Seal" written on it. When one trances the outline of the seal and pours their magic into it the seal alights and the energy flows into the target, limiting their ability to use their magic, and while sleeping underneath the moonlight can strip one of the negative effects of the binding, an appropriately stored prisoner can be kept out of it's influence once mandated and sealed to ensure safe capture.
Exert your Mind and spend an Action. Select a Animate target within arm's reach. Roll Charisma + Influence at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition. Gifts or supernatural Effects and Powers which would cure or prevent this affliction do not cure or prevent it, but instead offer a clear diagnosis and provide information regarding the method of treatment without requiring a diagnosis roll.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
O indivíduo desaparece do lugar onde estava e reaparece imediatamente em outro lugar, sem delay ou sons ou necessidade de elementos físicos, verbais, etc.
***
Exert your Mind ou pague o custo de Source, e gaste uma Ação. Selecione um Local que esteja no máximo a 125 pés de distância horizontalmente ou 25 pés de distância verticalmente. Você pula para o local escolhido. Se o pouso for precário, o Mestre pode pedir uma jogada para pousar com segurança. Você nunca sofrerá dano de queda ao pousar com sucesso num salto feito com este Efeito.
Você pode optar por trocar seu movimento livre por um Super Salto se estiver saltando a menos de 50 pés ou se estiver fechando uma lacuna para um oponente e gastar sua Ação em um ataque. Em vez de passar fisicamente pelo ar, você é teletransportado diretamente para seu destino. Não permite que você atravesse paredes, gaiolas ou agarrões.
Range: 38,1 m horizontalmente e 7,65 m verticalmente.
Exert your Mind and spend an Action. Select a Location which is at most 125 feet away horizontally or 25 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You may only use this Effect once per day.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.