When she uses the book, it opens by itself and it looks like souls are screaming and coming out of it calling for help and every single time they do they go back into the book. It creates an endless cycle while the power is being used.
One day when she was doing a walk-through with her library, she went to the very back and found this book in the very corner of her large building. She did not know what it was until she grabbed it and got memories from it. That’s when she knew this book belonged to her.
Exert your Mind and spend an Action. Select a Object or Animate target up to 100 feet away.
Targets are pushed back until they are 100 feet away.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
You may maintain Concentration after the initial activation of this Effect to continue the push on the target. Lasts up to one minute.
Targets that move and collide with a solid surface take 5 Damage.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see her eyes become pure black and they suck in things around her. It looks like all the color around her is being sucked into her eyes..
Victor flicks open his pocket watch and looks into it, the ward in question appears to be a small golden symbol of a clock
Spend an Action. Select a Location within 10 feet. You must actively and obviously use Pocket Watch to activate this Effect. You must remain within 1000 feet of your ward to access its senses.
You place a ward,. You can hear and see through the ward as though you were standing at its location. 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. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
Whenever something crosses into the observational range of the Ward, you and those you've allowed to tune in are alerted by the sound of audible ticking emitting from his watch.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
He plants his cane onto the floor and begins talking to his audience about his experience in Vietnam.
Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next three hours, 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.
If any affected target takes or deals Damage, this Effect ends.
The Dream Engine reinfuses dead flesh with the spark of old muscle memory. The body remains frail, but the mind is made keen as ever, drawn from the swirling collective unconscious. Minds in shattered shells are not long for this world, but for your purposes, they will last.
Exert your Mind and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts one hour until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life, except Dexterity, which is fixed at 1. Raised creatures have access to any Effects they had in life.
You may end this Effect prematurely as a Free Action.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Jason swings with tremendous force at one of their baseballs, which screams towards their target at barreling speeds.
Exert your Mind and spend an Action to activate. Select a Non-Sapient Object within arm's reach no larger than a duffel bag (35 liters). You must use up Baseball in order to activate this Effect. You cannot target objects which are currently in someone else’s possession. Roll Dexterity + Athletics Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
You may use this Effect to destroy a hunk of material as large as a duffel bag (35 liters), even if it is a part of a larger structure or object.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
Rhodes holds up a gloved hand (blue, plastic, sterile) in front of his patient. His brow furrows in concentration, then electricity jumps from his hand to their body. It buzzes hot and uncomfortably where the points of electricity touch, but it's not painful. After a minute of this, Rhodes drops his hand and the electricity stops. He looks pale, exhausted, but it's worth it.
Exert your Mind and spend 1 minute. Select a Living or Animate target within arm's reach. You must actively and obviously use Glove to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target so long as you have fully diagnosed or understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
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.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics 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.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult 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.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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 Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance 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 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
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.
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.