An implant was placed in Rasha's brain with which she can connect to devices, and like a rat worms into the system finding weaknesses and striking. Once under her mental control the devices do what she say.
Exert your Mind and spend 1 minute to activate. Select a Computer within arm's reach. Does not work on Alien technology. Roll Perception + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6. The hacking roll and their defensive roll are both Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
This Effect is not obvious, and the only sign you are using an Effect is rapid movement of the eyes, as if looking at something else. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
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.
A shadow figure with surgical tools appears making sure the wound is exactly the same as the targets. This also slowly causes the target to heal fully healed upon completion of the wound infliction on the user.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you It causes the user to be paralysed for the next 8 turns. Your target may Resist to cancel the transfer.
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 The wounds are slowly and painfully placed upon the user taking 4 turns..
David calls out in his mind to the spirits of the realms of the dead to keep an eye on their family members for him. From within that other world, the dead find their family members in this one, and mark them with their memory.
In our world, David closes his eyes to focus for a moment, and a new sandlike tattoo appears, ingrained into the skin of his target—a tattoo that looks exactly like the ancestral spirit guarding over them.
This tattoo is very small, and often pops up in an inconspicuous place, like under the target’s pinky toe.
Exert your Mind and spend an Action. Select a target within arm's reach.
Your target is marked with small visage of their latest diseased family ancestor as a sandlike tattoo. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 3 marks active.
In the real of therapy, sometimes you just need a little push. This self help audiobook seems to know Just what you need to help you through the bad times, but as the name implies, it takes a little self help.
Exert your Mind to activate. Select a Living target at any distance, provided you are able to communicate. 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 + Alertness 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.
Charlie feeds a ticket into a slot in the front compartment of the Dead-Line, and the spectral train pulses with a resonant pressure felt by the souls of those around it. The environment begins to warp and split around it, twisting and extending in unnatural ways before settling into it's new form.
The railways are Charlie's playground, and she will frolic in them however she pleases.
Exert your Mind (unless you are Sculpting) and spend an Action. Select a Location within 50 feet. This Effect cannot be used unless the Dead-Line's front car is currently summoned. You must use up a subway ticket in order to activate this Effect.
Select one of the following alterations to create out of subway tracks and concrete 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 indefinitely 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 6 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.
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:
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 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.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
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.
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. 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:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.