The Princess smiles a radiant smile towards someone, and everything else in the world seems to drop away.
Spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. This Effect cannot be used unless you are in alternate form. Roll Charisma + Influence at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect will continue even if violence occurs nearby or if your target is Injured. It does end if the target takes Damage from a source other than you.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
You may activate this Effect as a Reaction to contest any Action a valid target is taking. The target does not roll to resist, and beating their Outcome does not fascinate them. This interrupts Concentration.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Battle Scar: Lingering Scars - You've tangled with the darkness one too many times, and got a nasty bite on your shoulder that just won't seem to heal right. You suffer the effects of Shoulder Subluxation.
Faun turns into a twisted version of a deer. Eyes of a predator and sharp rows of teeth. They have huge antlers they can attack any foe with.
Exert your Mind and spend a Quick Action.
You transform into Monstrous Deer for 3 minutes. You have access to all of your Powers while you are Monstrous Deer, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Attributes are the same. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
Alister Consumes a Metallic Gear using the material to create a etch a sketch like diagnosis panel. his chest panel opens up revealing a number of diagnosis tools that begin to prod and poke at the object sending the information to the etch a sketch. he finishes the process by stuffing the entire object into the cavity to get a true glimpse of the spirit of creation within it. this process is extremely painful and may lead to a malfunctions of internal workings.
Exert your Mind and spend a minute. Select a target Object within arm's reach. You may select a target at any range if you use up An Object used in the creation of the object of the target. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Severity-4 exploded gears. You must use up Metallic Gears 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. At the end of your investigation, roll Intellect + Crafts at Difficulty 6.
You learn all the following information about your target:
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Maddox croaks the terms of the deal. Her silence, for your obedience. The victim must swear upon the bible to uphold their terms, or face a horrible fate.
You must actively and obviously use a bible 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 swear on the bible 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.
Marnie is an Aquaman-style mermaid, with light blue-gray scales covering much of her body (although her face and hands, as well as most of her arms, are barely touched, leaving it easy to imagine that the few scales that are there are makeup or tattoos). These scales are hard and cold to the touch. She is easily able to swim and survive in the water, finding it easy to traverse, and wishes she could call it home permanently.
You gain the following benefits at all times.
You are permanently and visibly transformed: mermaid. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 1.
Your body is adapted to swimming. You receive +3 dice on non-attack rolls related to swimming.
While in the water, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
Possession of this Power grants the following Battle Scar: scales on the back of her hand, making it hard to use as normal.
Possession of this Power grants the following Trauma at all times: believes marine life is superior to humans.
Grim has a set of horns that grow from his forehead, betraying demonic heritage. He can peel the skin from his arm, wielding it as a blade made from his blood and sinew.
You gain the following benefits at all times.
You are permanently and visibly transformed: Horns & Red Eyes. You are considered to be a Sapient, Living being when targeted..
No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.
You may make a +2 Weapon Damage Claw (Brawn + Melee/Brawl) attack without additional equipment.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.