A visible bond is shared between user and target as intelligence is pulled by the target, from the user to restore health. This is a clearly visible pulsating stream of light between the 2 and bystanders are drawn to it's calming light.
Many and varied are the healing touches of the world. But none like Wisdom's Embrace. Sometimes, knowing a thing is all that you need to do a thing and healing is no different. Wisdom's Embrace utilizes the user's knowledge as pure energy to perform a sequence of actions that would quickly lead to the result. "Healing" someone is merely circumstance as it is more along the lines of "Repairing what is broken".
Exert your Mind and spend 1 minute. Select a Living or Animate target within arm's reach. You cannot target yourself. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine (9 dice) at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. 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.
The next in Louis's foray into computer science is a little cartridge for his SEAL units. Simply retrieve one from your pack, and slam it into the machine and it'll perform an automated hack of the targeted device! Though fingers that are too fast may find themselves encountering a slight bug, as mashing the input as you input the cartridge has been known to cause the device to encounter a null error and hack itself, but, we promise we're working on that!
Exert your Mind and spend 1 minute. Select a Computer within 20 feet. Does not work on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you disable the artifact for a downtime as it hacks itself.. Roll Dexterity + Technology (6 dice), with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Every hack you make leaves behind A gif of a seal clapping and arfing. in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
Paula can now turn anything thinking into a vehicle.
Exert your Mind and spend an Action. Select a Animate target within arm's reach. Roll Dexterity + Drive (3 dice) at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of days equal to the Contested Outcome. The target has no control over their body or actions, though they retain consciousness and will remember anything that occurs during the possession.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: Any Injuries sustained by the host body are also sustained by you when the possession ends. If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body. Otherwise, they may Exert their Mind to evict you from their body.
If the Contested Outcome of your activation roll is 4 or higher, the activation cost of this Effect is refunded.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The small charm opens its mouth to reveal rows of sharp, broken, wooden teeth as it snaps hungrily at the nearest extremity as it exclaims "Feed me!" and attempts to satiate its unending hunger for blood. For those willing to part with some of their vital essences willingly though will find that it comes with its boons. Once the spirit is temporarily satiated it can use its power to call upon the nature spirits in the area. The Kodama that answers its call are far more helpful than the spirit within the charm and will answer questions about the area to the best of their ability. Though their specialty lies in the knowledge of the supernatural, and the threats that they have to avoid within the area they can answer specific questions if asked and will usually render the answer out in the form of a minute-long play.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile You must use up A katashiro in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Charisma + Performance at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
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 household 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:
[]
Exert your Mind and spend 2 Actions. Select a Sapient target within arm's reach. At the end of your investigation, roll Perception + Investigation 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.
You cannot investigate the same target more than once per day.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The mad scientist produces thorium cores that can be used to upgrade tools and other devices. The core supercharges the item, increasing its quality and rendering it indestructible for a period. However, once the core runs dry, the object is rendered less useful than it was before. The core crackles with blue electricity while active.
Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence 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 remorse for hurting such a pure soul. They will not necessarily display their emotions in an obvious 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.