The Ichor is a liquid with a purpleish hue.
inflicts the victim with gruesome effects
But it can have beneficial properties when injected at the right
-will write this later-
This Effect activates whenever when touched by the bodily fluids of the user (blood, saliva, etc) or when infected by Ichor. It does not require an Action or Exertion. Select a Animate target within 25 feet. Your target should be intuitively based on the triggering event. You must use up Ichor vails in order to activate this Effect. Roll Intellect + Medicine at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Perception + Medicine at Difficulty 6, and can be cured by Expelling the Ichor from the body.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
All targets merge together in an unholy mass that bulges and writhes before splitting back apart with the injuries/damage transferred.
Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. If a target does not consent to the transfer, you must roll Perception+Influence 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 between your two targets:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see All bodies merge together in an unholy mass before splitting back apart.
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.
Laz's nanites use the NFC components within a security card as a transmission antenna, Transmitting a signal that overrides the control of electronic locks he chooses within the vicinity. When available Laz will achieve this by scanning the card on the appropriate reader, however for electronic locks without one (such as power locks on a car door or being on the wrong side of a one way exit door) he need only hold the card up toward the lock in question and focus.
Spend an Action. Select a Non-Alien electronically controlled lock within 20 feet. You must actively and obviously use a security card to activate this Effect.
You may lock, unlock, and/or open your target.
This device now possesses a "Tissue reconstruction" application which will pair with a Bluetooth enabled device and implant a control subroutine while physically dispensing a nanite "goo" onto the target area of the subject. This goo quickly permeates damaged tissues and replicates to replace whatever critical structures are damaged, then begins the slow work of regrowing permanent native tissue in its place. From this point, if communication with the controller is lost before this month-long process completes, the nanites will shut down and lose cohesion, resulting in the failure of the repair. (If this artifact is a Bluetooth enabled device, it may serve the controller function if the user heals their own scar)
Exert your Mind and spend a minute. Select a Living target within arm's reach. This Effect cannot be used unless The target possesses some form of Bluetooth enabled device to program as a nanite controller. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Your patient is required to remain within bluetooth range (30ft) of the selected control device, and keep it charged and operational for the next month. If they violate this rule, your treatment is immediately reversed.
An appropriately named jacket, coming in a variety of colors and woven with kevlar fabrics this blend of modern technology and fantastical ability can take you from anywhere to anywhere else you can see. Even through mystical means. Though you do ignite into a multicolored fireball and proceed to have all the skin slough off your bones before turning to ash and then repeating the process in reverse on arrival.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The user ignites and burns to dust over the cast time.
A blue light scans the target and must remain somewhat still and speak of and think of the memory that traumatized them. During this time, the memory of the thing that traumatized them is erased from their mind.
Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Technology at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target 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.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
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.
You cannot investigate the same target more than once per day.