Slippy slippy.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location within 200 feet of you.
You create a hemispherical dome of Slippery bug juice originating at the chosen Location, with a radius of 200 feet, and lasting for 2 hours. The area inside your zone is affected in the following ways:
A bright spark leaps from a magnet in Lev's fingers to a nearby lock or other mechanism, causing it to activate in one way or another.
The zap effects metal or electronic objects much quicker than non-conductive ones.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. You must actively and obviously use a magnet to activate this Effect.
You may lock, unlock, and/or open your target.
When the object is placed on over an injury, and overlay of their internal damage is highlighted and begins the process of repairing. The object must be held over the wound, but it is a rather painful process to heal, causing mental stress on the user.
Expend a point of Battery and spend 1 minute. Select a Living target within arm's reach. 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 Intellect + Medicine at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. 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.
Oswald strikes a lighter and lights a cigarette, the smoke curling unnaturally in the air. He holds the cigarette out, and it floats midair as if offered to an invisible presence. A glowing golden tether extends from his hand, coalescing into a towering minotaur in a 1920s detective coat. The air hums with energy as the spirit begins to search—sniffing the ground, scanning with glowing eyes, and tracing glowing trails through the air. Smoke lingers and curls around places of interest, and golden light highlights the passage of the unseen. The entire scene is clearly unnatural and unmistakably tied to Oswald’s presence.
The spirit he calls—Detective Taurus—is no ghost, but a psychic impression of all who’ve ever hunted answers with bloodhound hearts and weary soles. A thoughtform born of noir, grief, and the relentless need to know. When summoned, he doesn’t speak; he reveals. Through the curling smoke, through glimmers in the dirt, through golden traces only the gifted can see.
It’s not magic. It’s memory.
And memory, when called, always leaves footprints.
Spend a minute. Investigate an area with a radius of up to 500 feet You must actively and obviously use Something reflective (like a mirror,) to activate this Effect. At the end of your investigation, roll Brawn + Investigation at Difficulty 6.
You learn the following information about the area:
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Trauma at all times: Bovine Schizophrenia: Cows (farm animals in general but mostly cows) ARE SPEAKING TO ME??!!?? THE DEMANDS THEY DEMAND ARE DEMANDING.
You cannot investigate the same area more than once per day.
...
Spend an Action. Select a Living target within 300 feet. You may select a target at any range if you use up a drop of the target's blood or bodily fluid of the target. This Effect cannot be used unless the target is dashing or all out sprinting. You must actively and obviously use somthing sharp to stab the ground with to activate this Effect. Roll Charisma + Survival at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives two new Battle Scars of your choosing, limited by the contested Outcome:
All alterations you make must only hinder mobility.
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The Battle Scars you inflict manifest over the course of the next minute.
A document written with the deal in question appears in a pentagram where the target will then sign with their own blood. Once signed, the pentagram proofreads the contract with an eerie glow and then once confirmed burns in unholy hellfire (green fire) which then ends up in the dealer's inventory or stored in a safe location in hell for protection.
You must actively and obviously use A Goetia feather to activate this Effect.
You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must sign the contract with their blood 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 targets 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 targets, you must succeed a contested Intellect + (Culture or Influence) roll.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
It is obvious to your targets that the oath you are proposing will be supernaturally enforced.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and 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. Roll Charisma + Performance 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 ends early if the target is Injured or violence occurs nearby.
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.
The mad scientist produces thorium cores that can be used to upgrade tools and other devices. The core supercharges the item, increasing its quality and rendering it indestructible for a period. However, once the core runs dry, the object is rendered less useful than it was before. The core crackles with blue electricity while active.
Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
The mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.