Kane analyzes his opponents carefully to build his strategy around them. Honing this skill to a supernatural degree has given him a supernatural sense of his opponents weaknesses. Of course this doesn't work on those who are better then him.
Spend 2 Actions. Select a Sapient target within 20 feet. At the end of your investigation, roll Brawn + Alertness at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
Bubba plays his music before the crowd, and as he plays, the ones closest to the stage report seeing beautiful, ethereal, individuals of their preferred gender appearing on stage, and dancing with Bubba's music. These individuals have also reported a strong desire to see them again and have reserved tickets for many of Bubba's upcoming shows.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Charisma + Performance 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, your target will take 2 points of Mind Damage and gains two new Traumas of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
these Traumas may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Obsession with causing the metal apocalypse!. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
With a gesture, motion, or just a glance, wisps of shadowsmoke or grains of matte black sand appear to strike their target, block an attack, etc. After, this substance fades like dissipating smoke. Whether an impact, slash, or stab, all that remains on a target is the damage caused to it.
When using this ability, offensively or defensively, Sage's eyes appear completely matte black for a moment.
While Sage tends to make hand or arm motions for this, they aren't important or necessary. What's necessary is the shadowsmoke accompanying much of her dream based 'telekinesis' ability. The word telekinesis really just means movement at a distance, she may as well start using it. It's psychokinesis that's based in psionic pseudoscience.
The eye change does not impair vision, Sage often forgets that it happens at all.
Exert your Mind and spend an Action. Select a target within 50 feet. Roll Intellect + Occult 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.
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.
The clown holds up a red card as everybody in the room stops for a moment before he pulls out an invisible box, sets it on the ground (It's heavy!) and then begins to quickly set up some invisible bricks in front of his target. Afterwards, he goes back to where he was before and the fight continues!
How polite of everyone to stop fighting for him to do this!
Spend an Action. Select a Animate target within 20 feet. Roll Charisma + Performance at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: Rain Cloud - You...you got a little somethin'...nevermind. (You always have a rain cloud hovering around you. You can barely outrun it's ethereal rain, but when you stand still, it's kinda annoying).
Possession of this Power grants the following Trauma at all times: Crybaby - You are incredibly sensitive. (Whenever someone makes a jab at you or tries to hurt your feelings, roll Self-Control or begin to sob uncontrollably, giving you a -2 penalty on all Physical Actions for the next round).
Shane stands proud with his flag, telling a story to inspire a specific emotion in his listeners, always a fitting story at hand for the targeted state of mind
Exert your Mind and spend one minute. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. You must actively and obviously use a Flag, Banner or Standard to activate this Effect. Roll Charisma + Culture at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. 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.
Using his scythe, Caddo can cut deep.
Exert your Mind and spend an Action. Select a target within 50 feet. You must actively and obviously use Harvester scythe to activate this Effect. Roll Brawn + Melee 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.
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.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness 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 cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.