This artifact scans a crime scene for evidence of other, more violent crimes.
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. You may select a target at any range if you use up evidence of a crime they committed of the target. At the end of your investigation, roll Perception + Investigation at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
You learn all the following information 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.
Where Athena learned, you didn't have the best equipment, or sometimes any equipment at all, so she had to learn how to diagnose a problem very quickly and accurately, aided by some chanting and maybe even by sipping on ground insects to help pull the information out of the air.
Along the way, she's able to figure out a few extra things out of her investigation.
Exert your Mind and spend a minute. Select a Sapient target or a Creature within arm's reach. You may select a target at any range if you use up blood of the target. At the end of your investigation, roll Intellect + Medicine at Difficulty 6.
You learn all the following information 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.
Guppy can take a needle and slides it through the plush body of a small plush toy. After one minute of pseudo-sewing, the plush seems to come to life-- stand on two legs and do as it wishes, at the beck and call of Guppy and his commands. Should it need to communicate with Guppy, it does so in a variety of squeaks.
After the incident with the stranger, some terrible rumors sprouted from the disappearance. A bunny, too, disappeared from class during the time that Guppy was supposed to take care of it. Guppy didn't have many friends after this. That was when he took his needle to his already made plushies. He put down his dinosaur and made some new seams into the dino using his needle and some thread... and it sprouted to life! Guppy was the one who got hugged this time, just like he wanted when he tried something new with his dinosaur. Now it was the time for hiding as, one day, the bunny returned to class. But it was different. The bunny was a lot more... fluffy than before. Softer. But no child paid any mind to it. As long as they said it was a bunny, the bunny was a bunny, right? And if there was a problem, surely the bunny would squeak up about it.
Exert your Mind and spend one minute to activate. Select a toys within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a needle 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:
A pair of red velvet gloves that glow softly with a blue light, able to bring winter wherever they go.
Exert your Mind (unless you are Sculpting) and spend an Action. Select a Location within arm's reach.
Select one of the following alterations to create out of Ice originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
Oz takes their watch and looks into their targets soul and rips a part of it off
Spend an Action. Select a target within 50 feet. Roll Charisma + Influence Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Logan will begin the procedure by removing the damaged area from the patient. He will then begin by connecting muscle tissue back together utilizing, a complex series of gears, wires and cables utilizing the wires to reconnected severed. nervous system, this is later coved up by a sheet of fake skin that meshes with the original ensuing no lasting marks are left from the original scar.
Exert your Mind and spend an hour. Select a Living or Animate target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
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.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult 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 one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
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 opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.