Cracks begin to form on both Nathan and their target, forming framed fragments of their hun and po that display the conditions that plagues the body of the two, with twisting spiritual caricatures of them writhing within. These fragments are then forcefully ripped out and sealed/released onto the other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. If a target does not consent to the transfer, you must roll Intellect + Occult at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see forms shatter and reveal horrifying caricatures of what's being transferred within.
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.
Nov. 3, 2024, 1:57 a.m. - Improvement Cost: 3. Added Enhancements: Mind Meld, Everything all at Once
Abbas grows a chameleon-esq tail... which he uses to balance himself, using it as a counterweight, along with his natural training, he flicks his tail like a cat to turn himself faster to react to stuff, and even occasionally uses it as a counterbalance to his higher-trained reflexes.
The tail itself has a bit of a pink and white hue to it, looking more like a Encanto coloring.
When not in use though, he keeps his tail wrapped around his waist
You gain the following benefits as long as you have your A tail.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
The practitioner evokes the guardian of the crossroads esu via a lilting prayer in Kreyol, leading to the possession of the houngan. the terms of the agreement is spoken and the ritual ends with a sacrifice to esu to not anger the trickster, both participants break a piece off a single chicken totem sealing the deal in the eyes of the Orisha.
You must use up a crafted wooden chicken sacrifice totem in order to activate this Effect.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must "break a piece off an animal totem" to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
A golden Lotus pattern begins revolving in Amarjeet's eyes. After the Hack is completed, an identical pattern will be displayed somewhere on the UI of the affected device.
The Lotus III implant has been upgraded. Sophisticated decryption & code-breaking software is pre-loaded into the implant, optimized to synchronize with the end-user's conscious attempts to crack security systems. Capable of defeating the most sophisticated systems in moments, use of this feature causes the user's eyes to display the familiar Lotus Logo as a revolving pattern on the iris. Additionally, in what we consider to be a win for our marketing team, any device compromised by our software will display our Lotus Logo in system - all the better to alert potential clients of system vulnerabilities.
Operating the system linkage on a regular basis has been proven to damage the optic nerves: always use caution when operating prototype cybernetics.
Exert your Mind and spend 1 Action. Select a Computer within 300 feet. Can be used on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you go Blind. Roll Perception + Technology, 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.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind Lotus Logo in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
Eyes that peer past the veil of night, A sense of smell to sniff out the fearful and meek.
All things the Huntlords of lore possessed.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Battle Scar: Sensitive Smell : Your Smell can easily be "overloaded" by chemicals and strong scents. (All rolls made to resist "strong" smells are at +2 difficulty, additionally, the presence of particularly powerful odors may induce Penalty apon you, up to 3 Dice.).
Cassiopeia has formed an oath with Artemis, and in return, receives protection. She may call on the goddess, and a lesser personification of Artemis materializes to thwart incoming attacks.
On gift conception:
It was a night with a full moon, as she walked along the shores of Miami trying to think of a gift. On a regular night the stars would be nigh invisible from light pollution, but she noticed they were twinkling as brightly as if she were out camping in the wilderness. Suddenly there was a woman standing beside her; any normal person wouldn't bat an eye, but Cassiopeia saw a strange blue aura around her. The woman looked up at the moon and asked if she believed in Artemis. She asked if Cassiopeia would want to join the Hunt. Cassiopeia knew where this was going. She knew what she was in for, and there was one aspect that concerned her the most. Thus, she told the woman, "I would, but only if I can continue to age." There was a long silence, as if Artemis waited for Cassiopeia to change her mind, but after a few hours' long standoff, the goddess was intrigued enough to accept Cassiopeia's terms.
On Artemis' oath:
"I, Cassiopeia, pledge myself to the goddess Artemis. I turn my back on the company of men, accept eternal maidenhood without immortality, and join the hunt."
On semantics:
Cassiopeia has always been wary of wording in agreements, and this one was no different. Did "men" refer to people in general, or just... men?
On romance:
So long as Cassiopeia swears off of romantic love, she will be protected by Artemis. Is it cruel? Cassiopeia can't tell. But she doesn't see it as much of an obstacle because she's lived so long without the need for it (or any kind of affection at all). It makes for a good experiment to see if love is really powerful enough to make her turn against the gods.
Exert your Mind (unless you win a coin flip) and spend an Action. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 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 Effect is not obvious, and the only sign you are using an Effect is Cassiopeia whispers prayers to Artemis. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. 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. It can be detected with a roll and destroyed through mundane means.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.