Nocturne

1
Requires Seasoned
The power to create an environmental hazard.
Used by Frank Russo, Created by Ozz.
(This Effect is obviously Alien when used. During activation, it is obvious the environmental effect is issuing forth from you. )

The sound of rain drowns out all sound as dark gray droplets start to slick the ground. Cigarette smoke wafts through the air, assaulting the senses and making maintaining composure next to impossible. The world around the detective has become identical to that of a cheesy Noir film, with all of the common tropes to boot.

A last ditch effort in which Frank lets loose a sudden burst of imbued energy from his body, coating the nearby world in the same monochrome shades that paint his form.


Exert your Mind and spend an Action.

You create a hemispherical dome of Film Noir tropes originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in any number of the following ways:

  • Overwhelming: Anyone inside the zone cannot Exert their Mind, and Mind rolls made within the zone are at -2 dice.
  • Slippery: All movement distances are halved within the zone. Anyone who wishes to move further than their Free Movement within a Round must roll Dexterity + Athletics. If they fail, their movement is limited to their Free Movement and they fall down.
The zone expands immediately to its full size from the chosen Location, but will be stopped from spreading in a particular direction by any barriers or cover, and can only fit through openings large enough to fit a grown adult. If a new opening appears while the Effect is still active, it will finish spreading in that direction.

You may only use this Effect once per day.

  • Affected targets may still spend Source.
  • The Effect does not follow you after you activate it.
  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Community Environment Control Gifts

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Maze summons a region of flowers, creatures, and undergrowth around the area and brings his world wherever he is, which looks like a cell-shaded forest. In this zone, a number of things occur:

+ A dense undergrowth of vines and shrubs seems to blanket the forest floor, while those in the sky are accosted by small dragons that would actively slow down anyone they see. Doing so at the behest of their father; Maze, who hatched them.

+ A number of bunnies with red scarves lurk around and hassle anyone who is foreign to the location with harmless traps in an effort to exhaust them. Selectively trained by Maze, they were taken in at the behest of his friend Shimizu Tsukihi.

+ Drifting on the wind is a toxic pollen that induces an almost drunken intoxication, similar to drinking a heavy amount of alcohol. Causing dizziness, mental sedation, and limited inhibitions. Coming from a flower he's grown himself.

Exert your Mind and spend an Action. Select a Location within 200 feet of you. Choose a 3-D shape that will define the borders of your Effect. You may choose not to pay this Effect’s activation cost. When you activate this Effect, if it is active from a previous activation where you didn’t pay, that Effect ends. This Effect cannot be used unless Atlas is active. You must actively and obviously use Rangers Cloak to activate this Effect.

You create a zone of forest undergrowth, shrubs, and plant spores in the chosen shape, originating at the chosen Location, with a radius of 200 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:

  • Danger Zone: The zone contains rabbits with red scarfs that harass those inside the zone with the goal of exhausting invaders. The area is extremely inhospitable. At the end of each Round, everyone in the zone must roll for Acute Exposure.
  • Overwhelming: Anyone inside the zone cannot Exert their Mind, and Mind rolls made within the zone are at -2 dice.
  • Slippery: All movement distances are halved within the zone. Anyone who wishes to move further than their Free Movement within a Round must roll Dexterity + Athletics. If they fail, their movement is limited to their Free Movement and they fall down.
The zone expands immediately to its full size from the chosen Location, but will be stopped from spreading in a particular direction by any barriers or cover, and can only fit through openings large enough to fit a grown adult. If a new opening appears while the Effect is still active, it will finish spreading in that direction.

You may end this Effect prematurely as a Free Action.

  • Affected targets may still spend Source.
  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Future Upgrades:

Range - 60 feet; Zone Effect - Slippery; Willful End; Zone Effect - Disorienting; Natural Habitat (Seasoned); Zone Effect - Overwhelming (Seasoned); Range - 200 feet (Seasoned); Ephemeral Storm (Seasoned); Zone Effect - Suppress Vision; Zone Effect - Off Balance (Veteran)

Exposure rolls are a Body resistance roll at Difficulty 6. Protective measures can reduce the Difficulty by 1 or 2, and specialized environmental adaptations or self-contained environments (such as a space suit) can exempt Contractors from making these rolls entirely.

Poor Outcomes on this roll incur a stacking Exposure penalty that reduces all dice pools. This penalty stacks with Stress and is not reduced by Effects that reduce Stress.

Botch: Exposure increases by 2
Failure: Exposure increases by 1
Outcome 1-3: Exposure increases by 1 unless you Exert your Mind
Outcome 4+: No additional Exposure
Exposure cannot exceed -3. Whenever Exposure would increase beyond -3, you gain a minor Battle Scar or a Severity 1 Injury as decided by the GM.

Acute Exposure: Contractors must roll Exposure at the end of each Round. Once removed from the environment, Exposure penalty decreases by one level each minute.

Exert your Mind and spend an Action. Select a Location within 20 feet of you.

You create a hemispherical dome of flying insects originating at the chosen Location, with a radius of 20 feet, and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:

  • Danger Zone: The zone contains biting, stinging insects. The area is extremely inhospitable. At the end of each Round, everyone in the zone must roll for Acute Exposure.
  • Obscured Vision: The zone is partially blocked from view. Anything within the zone will have difficulty seeing anything or being seen from the outside. Any rolls that rely on sight are made at -3 dice, and rolls that would benefit from sight are rolled at -1 dice.
The zone expands immediately to its full size from the chosen Location, but will be stopped from spreading in a particular direction by any barriers or cover, and can only fit through openings large enough to fit a grown adult. If a new opening appears while the Effect is still active, it will finish spreading in that direction.

  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. You may choose not to pay this Effect’s activation cost. When you activate this Effect, if it is active from a previous activation where you didn’t pay, that Effect ends.

You create a hemispherical dome of Nexus of wrapping mud tendrils originating at your Location, with a radius of 200 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in any number of the following ways:

  • Suppressed Vision: The zone is fully blocked from view. Nothing within the zone may see anything or be seen from the outside. Any rolls that rely on sight fail automatically, and any rolls that benefit from sight are made at -3 dice.
The zone expands immediately to its full size from the chosen Location and will spread to fill the entire area regardless of any barriers or cover.

You may end this Effect prematurely as a Free Action.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Mud seeping out of the Wizard's Orifices.

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: Mud is Life and The World Shall Know Mud. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • The Effect does not follow you after you activate it.
  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

They also slightly knick their hand in their haste as they begin taking the shot from the camera's metal seams as he quickly moves the camera around.

Take a Severity-1 Injury and spend an Action. You must use up camera film in order to activate this Effect.

You create a hemispherical dome of a large video set with bright white lights and mics and cameras hanging everywhere originating at your Location, with a radius of 60 feet. and lasting for 2 hours. You are fully immune to the effects of your zone. The area inside your zone is affected in the following ways:

  • Danger Zone: The zone contains mics that will slip and fall right on them. At the end of each Round, everyone in the zone must roll Body at Difficulty 8. Anyone who fails or botches receives a Severity-1 Injury.
  • Suppressed Vision: The zone is fully blocked from view. Nothing within the zone may see anything or be seen from the outside. Any rolls that rely on sight fail automatically, and any rolls that benefit from sight are made at -3 dice.
  • Overwhelming: Anyone inside the zone cannot Exert their Mind, and Mind rolls made within the zone are at -2 dice.
The zone expands immediately to its full size from the chosen Location, but will be stopped from spreading in a particular direction by any barriers or cover, and can only fit through openings large enough to fit a grown adult. If a new opening appears while the Effect is still active, it will finish spreading in that direction.

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.

You may only use this Effect once per day.

  • Affected targets may still spend Source.
  • The Effect does not follow you after you activate it.
  • The Injury received from activating this Effect heals in 1 day and cannot be prevented or prematurely healed by any means.
  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend an Action and use up this A canister like grenade. Select a Location within 20 feet of you.

You create a hemispherical dome of toxic gas originating at the chosen Location, with a radius of 20 feet, and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:

  • Danger Zone: The zone contains Toxic Gas. The area is extremely inhospitable. At the end of each Round, everyone in the zone must roll for Acute Exposure.
  • Disorienting: Any time someone moves within or through the zone, they must roll Mind at Difficulty 8. If they fail or botch, they move a similar distance in a different direction of the GM’s choice.
The zone expands immediately to its full size from the chosen Location, but will be stopped from spreading in a particular direction by any barriers or cover, and can only fit through openings large enough to fit a grown adult. If a new opening appears while the Effect is still active, it will finish spreading in that direction.

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.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see bubbling flesh and guggling of blood.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • This consumable is destroyed when used and cannot be used again.
  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.