As Luciole traces her finger along the mark of the Ichor Order, crimson lines draw the same mark upon the target. Red camellias bloom and eat away at them from the inside out until they get the battle scar and/or trauma that Luciole has chosen to bestow upon them.
On camellias:
A lot of flowers have one-worded meanings, but the camellia is among those that surround deeper feelings that can't ever be expressed with one word. "My heart bleeds for you." You could argue that this is just empathy, but I've always known it was more than that. I'd bleed for you. I'd sacrifice everything for you. The red means I love you.
On exchange:
People have only ever taken from me. That's fine, I'll keep on giving. Sharing is caring. Let me share my experiences with you. Baring one's heart to another is how people bond, right? That's the only way you'll grow and bloom. You'll be such a beautiful little flower. Then you'll understand me. Finally someone will understand. And at last, you can carry my burdens.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. If a target does not consent to the transfer, you must roll Dexterity+Occult 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 one each of as many things as you like from 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 invasive camellias blooming from underneath the target's skin before breaking out through pores or the nose, mouth, and ears to eat at them (anguish or atrocities).
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.
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.
After snorting in a line of Gunpowder, your body starts moving explosively fast.
Exert your Mind and spend an Action. You must use up Gunpowder in order to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 100 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 100 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) counts as a tumble or catastrophic vehicle collision as per the vehicle rules.
If you perform an all-out Sprint while this Effect is active, all attacks targeting you suffer -3 dice for the next Round.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The detective looks briefly to the corpse, taking in the finer details of the scene as he removes a folder from his bag. Over the course of a minute or two, the papers within begin to fill with various details about the perp. Most pressingly: their full legal name and a number of photos detailing their current appearance.
Exert your Mind and spend a minute. Select a target Object within 25 feet. You must actively and obviously use a manila folder 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:
You cannot investigate the same target more than once per day.
CLYW outstretches their hand, ripping apart the fabric of the game with a snap of their fingers, allowing the game's code to spill out into the world around them.
Exert your Mind and spend an Action. Select a Location within 20 feet of you.
You create a hemispherical dome of Code Breaches 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:
You may end this Effect prematurely as a Free Action.
The basis of any Xenomorph hive; the Drones are very much like worker bees or ants. Their main tasks are to keep the hive in good condition. Also, they seem to have the job of creating their nests with their own secretions. They have the basic body build of the Warrior, except that their dome is completely smooth, whereas the Warrior's dome is typically more ridged. Drones are smaller and somewhat more delicate than the Warriors, not considered quite as dangerous, but striking fear into the heart of any Human.
Like all of their brethren, they have acidic body fluids, but only the Drone can spit this secretion onto prey over a short distance. Drones have an organ in their bodies that releases a sticky fluid that they can spit out of their mouth onto any surface. It can be used to harvest cocooned hosts for the Queen's facehuggers.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon up to 3 Sapient Xenomorph Drones at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
Possession of this Power grants the following Trauma at all times: Self Preservation: Whenever faced with the chance to do a selfless act/Deed that does not contribute to your own self preservation, roll a Self-Control roll to go against this instinct.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Jayce is in tune with the deer he hunts. Now he can see, smell, and hear like them too.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
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 Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.