The secret technique... I must jump... while in THE AIR! The artifact pulses a brilliant red as the air condenses underneath you to allow you to jump again!
While on the ground, you can also propel yourself with the power of rewriting the acceleration and velocity vectors!
(Disclaimer: It still needs a bit of fine tuning and on rare occasions, you may find yourself propelling over a cliff, into a bunch of enemies, and the like. Rewriting the laws of physics is hard, guys!)
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you You end up jumping into a disadvantageous location (up to GM discretion).
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 activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
Cassiopeia invites you to sit down with her favourite book and read together, with a video of a fireplace playing in the ambience. After reading a seemingly random sentence she stops and asks how you feel about it. Also, what was your childhood like?
On therapy:
Of all the things she's learned throughout her university days, it's that everyone needs therapy - she herself has gone to a session or two for reasons she won't disclose. Whether they've had a good childhood or not doesn't matter. Stress can get to anyone and it's much better if everyone willingly learns how to deal with it instead of shutting themselves away. She knows she realistically can't help every person on Earth but at least it'll save her the pain of watching yet another star blink out.
On books:
She's always loved books. She wants to share that love with everyone else too. Someone she once knew would always put on fireplace or rain ambience in the background, and she's been doing that ever since. It's a fond memory.
On psychology degrees:
People don't usually get jobs directly related to an undergraduate psych degree, and Cassiopeia wasn't dedicated enough to study any further. She's thought of being a therapist before, of course, but she wouldn't want to make that her entire life.
On the Witherheart Mask:
Cassiopeia originally intended for the gift to go on the Mask, but she realizes it's a bit disingenuous to let a magical item do all the work for you. This would've been the description had she used the Mask:
"You sit down in the fabled Cafe Cosmo, where all your worries shall fly away. The barista appears to be a masked figure who listens in silence, but it also feels like the problems you reveal are being... absorbed."
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. 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 + Influence 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.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
The "Eye" of the Witness shimmers, & the temperature drops in the area - the voices of the dead Crescendo to whomever wields the Witness, becoming almost deafening - echoes will linger as long as they bear the cursed amulet. Those that raise the dead share in the agonies of death, the loss of life, & are occasionally scarred by what they see on the Other Side.
The Wanderer forged the Witness out of Halo steel & Hell's own jewels. It is a terrible burden to bear.
Exert your Mind, spend one minute, and select a specific place, person, or item within arm’s reach. Select a Dead target within arm's reach that has died within the last month. 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.
Your target rises as an Animate being which is ghostlike and incorporeal, unable to physically interact with the real world, though they may pass through walls. They must Concentrate to be seen or heard. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts until it strays at least 80 feet from the chosen place, person, or item or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
Your risen ghost may "rest" inside the object, location, or person they are bound to and emerge whenever they wish. A maximum of one ghost may hide in a given shackle at a time.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Tinnitus (ghost voices). If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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: Last Wish: If a ghost or dying person makes a request of you, you must roll Self-Control to not fulfill it. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The doctor's buboes squirm as he focuses and reaches towards a Leperified enemy before squeezing his fist. Their buboes explode violently outwards with incredible force.
Exert your Mind and spend an Action. Select a Location no further than 25 feet from you and in your line of sight. This Effect cannot be used unless it is centered on a target Afflicted by Leperify. The area within 10 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Intellect + Medicine at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 10 feet of the chosen Location with Damage equal to your Outcome + 4.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
Nikki plays a song that seems to be exactly what you need to hear. It fills you with courage, or sense of self, or nostalgia. It makes you whole again.
Exert your Mind to activate. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you trauma becomes permanent. Over the course of one Downtime, 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 + Influence 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.
"Please think carefully before you use this."
The Portable Sun appears to be a small sphere (slightly larger than a tennis ball) that resembles a miniature sun. The artifact emits a faint light and is warm to the touch. The Portable Sun's texture is weirdly fuzzy and glass-like, feeling similar to how one would expect television static to feel.
When activated, the artifact will glow brighter for a moment, before quickly launching a fiery solar flare at the target. The flames dance through the open air, fizzling out into nothing if they fail to find a suitable target. Upon colliding with a target, the solar flare sets it ablaze.
Having learned about the possibility of crafting magical items during the events of Don't Look Up, Andromeda sought to craft something of her own. By channelling her mind, magic, and passion, she was able to create the first Portable Sun.
Spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start a new fire as large as a torch's flame at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 2 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
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.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, 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 + Performance 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.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
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.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. 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. 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. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.