This power will injure whoever is in the way, as long as there is a cool stick or wand of some sort in hand.
Exert your Mind and spend an Action. Select a target within 50 feet. This Effect cannot be used unless has a cool stick or wand.. Roll Intellect + Occult 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.
Mrs. Ross lifts her talisman up for her face, tongue and eyes beginning to spark as she calls forth a wandering spirit in the area. After making connection, the spirit will manifest in front of her briefly, awaiting her request. After a silent command, the shade will disappear to a location of Mrs. Ross's choosing.
By focusing on the connection made with the obedient ghost, Ripley is able to view distant locations as if she herself were standing there... giving her the opportunity to Appease the Dead with even more flexibility.
Exert your Mind and spend an Action. Select a target Location within 75 feet. You must actively and obviously use Spirit Talisman to activate this Effect.
You may perceive things as if you were standing at that Location for the next 30 minutes. You may move your senses back and forth between your projected location and your real location without prematurely ending the effect. You may only have one projected location active at a time.
The user pours ink across the canvas and after watching it sink and seep into the sketchbook, must then makes a formal request for what they would like to see.
Time Walk: The ink seeps into the page and begins to move on its own, translating from the watchful eyes of shadows past into a complete picture upon the sketchbook page.
Got a Bad Feeling About This Place: Areas containing traps and ambushes are cleanly drawn together- to such detail that the user can recognize what the area looks like, while also being intuited upon the rough direction and distance.
Other: Pathways and passageways, whether hidden or overt, are clearly illustrated and labeled on the page.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. At the end of your investigation, roll Perception + Crafts at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
Kita is Very good at her job. She's been obsessively attuned to every sound and motion of the ships she's been in charge of and can easily pick up on when something is amiss.
Spend 2 Actions. Select a personal transport within arm's reach. You must actively and obviously use mechanics tools to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn all the following information about your target:
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.
Bloody and rusted chains will shoot out and turn ethereal before ensnaring the target and binding them in place.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Intellect + Crafts at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Mind divided by 2, they are encased and cannot take any physical Actions until they break free.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome equal or greater than the original Contested Outcome.
You may use this Effect as a Reaction to contest any physical Action a target is taking. Excess Outcome does not restrict the target. This interrupts Concentration.
Your bindings affect intangible beings like ghosts.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see screams from the chains as its activated.
A small sphere resembling the full moon. The artifact emits a faint light and is cold to the touch. It feels like a bumpy stone with a few craters here and there.
When activated, the Portable Moon will grow brighter, bathing the targeted device in ghostly moonlight. The object will start to grow fur and claws, slightly increasing in size and displaying symptoms of lycanthropy. Upon being fully transformed, the object will snarl, growl, or howl whenever being used for its intended purpose.
Exert your Mind and spend a minute. 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the object gain the attributes of a werewolf (Monsters).
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 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.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully 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.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture 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.