A floating blue ball. It barely lights up the area around it, when suddenly, if you feed the ball ink, itll pull up a map of the area with a option to sculpt. When doing so, light energy and void energy emerges from the orb. Creating the structure.
Exert your Mind (unless you are Sculpting) and spend an Action. Select a Location within 50 feet. You must use up 1 bottle of Ink 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. If you fail or Botch, you receive one Mind Damage and a new Trauma.
Select one of the following alterations to create out of Light and Darkness Energy Construction Materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts indefinitely but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
You may opt to have your alteration form immediately. If you do, it falls apart in exactly one Round.
You may end this Effect prematurely as a Free Action.
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: Nightmares and Paranoia. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Eden scars from Cyber Genesis Begin to open up and those that are paying Attention will notice that the smart bugs and animals begin to run and the small plants immediately begin to decay as the field around him begins to mimic the same field that gave him his health scare.
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As the Zone covers more and more ground. Anything caught inside of it that does manage to stay alive is immediately hit with the sound of an engine or nuclear reactor running at full blast not allowing you to hear anything.
Basically, ever since Eden’s brush with cancer and his hazard surgery to try to fix said cancer His body has been changing more and more. The surgery initially restrained the effects and made him more resistant to radiation, but once the disease was “Cured” Or at least the harmful symptoms disappeared. He started to notice that his body physiology began to change more and more in the cybernetics he put into himself after the surgery began to evolve, as if they were alive. This development is his body. Airing out overflowing radiation that it produces
Exert your Mind and spend an Action.
You create a hemispherical dome of radiation originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. While active, you are always fully affected by your zone as if you were standing in it. The area inside your zone is affected in any number of the following ways:
Any time someone leaves your zone, they remain affected by your Zone Effects for an additional 3 Rounds as if they were still within the zone.
Your zone blends with the environment, seeming to arise naturally from local effects. Observers who roll Perception + Alertness and achieve an Outcome 4 or higher notice that it is unnatural.
After activation, the user will have a serpentine-like hissing cadence to people hearing them speak in audio or visual recordings of them or manage to hear them more then twenty feet away. To those within twenty feet of the user, they would hear the hissing cadance as well but also have a compulsion to obey their commands.Those beyond twenty feet or viewing audio or visual recordings will not be affected by the gift.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. Communicate a command to your targets. Roll Charisma + Alertness at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
They will be unaware that they are under any sort of compulsion until the effect wears off, but they will appear obviously mind-controlled the entire time to anyone observing them. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-endangering or self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Penalty ever exceeds 5.
You must maintain Concentration while your command is being carried out. If you break Concentration, any active suggestions you have issued will end.
Exert your Mind and spend an Action. Select a Sapient target within 80 feet. If a target does not consent to the transfer, you must roll Intelligence + Medicine 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 (Pending).
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.
Law Proficiency: "They are very good at taking advantage of the loopholes within various social rules and laws, as well as the legal weaknesses an enemy possesses." [Charisma + Authority]
A deafening cacophony of whispers flood the minds of everyone who witnesses Lawyer's Verdict's activation. The words of these voices are indecipherable, but their truths are undeniable. The guilty reveal the nature of every single legal infraction they have committed throughout their lifetime, and how to use such knowledge to exploit their vulnerabilities. If anyone focuses on Nero as he casts this ability, they can see the faint visage of the Black Emperor's countless hairs outline his body as the judgement is made.
Exert your Mind and spend 2 Actions. Select a Sapient target within 20 feet. At the end of your investigation, roll Charisma + 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.
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
Any information you gather is whispered into the minds of everyone present and made publicly available.
You cannot investigate the same target more than once per day.
The user places this slip of paper from the mystic against their head, speaks the inscribed phrase, and envisions a time they wished they were alone. the paper bursts into a shockwave that pushes all weak-minded beings away. The repulsion field can be maintained for several seconds by meditating on the nature of solitude.
Spend an Action or Reaction and use up this Leather Bound Notebook With Mysterious Writing.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 5 Rounds. Any beings with 6 Mind or less within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
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.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance 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. Armor is fully effective against this damage.
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 aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat 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.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.