a small computer screen flips out from inside Alistair's right hand, he begins to intently focus on it until a string of ethereal lines composed of gears link his arm and the device together. the gears turn into the lines of code that are being sent back and forth between the two points.
Exert your Mind and spend 2 Actions to activate. Select a Device within 20 feet. Does not work on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Severity-4 crunched arm. Roll Intellect + 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.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Every hack you make leaves behind a animated Clockwork dove Clippy in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
Jan. 3, 2024, 6:24 p.m. - Improvement Cost: 5. Added Enhancement: Concealed, Removed Drawback: Focus
Over the years, The good Doctor has learned many things about how to do things just a bit differently This time he wont be a show off..
Exert your Mind and spend 1 minute to activate. You must actively and obviously use Glasses to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + 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.
Flicking his thumb on his middle finger, and pressing his thumb to something allows him to set it aflame, or hold a steady fire at the tip of his thumb, which he can extinguish by rubbing his thumb against his pointer finger. He can make this flame about as large as a flame of a lighter, and seems quite willing to use it for lighting anything around him, though he keeps his arm extended away from his head while doing so.
A large scar covers the right side of the gift barers face, and they seem to be missing an eye due to excessive burn damage. Before he figured out how to extinguish the flame after summoning it, he had accidently gone to rub his eye while it was still lit, burning his eye and lighting the beard he used to have on fire.
Spend an Action. Select a target within arm's reach which has both fuel and oxygen available (if you are starting a new fire).
You may start or extinguish a fire as large as a torch's flame at your target. 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 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 depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: One Eye.
There's the sound of a squelching... and then soon a slight buzzing as Victor opens his mouth to reveal a... rather small looking hornet clawing its way out of his maw. And then suddenly, it wasn't so small anymore. This wasn't simply some sort of native Hornet, no... this was something just as strange as the man it came out of. It was more than just a drone, it was a warrior. His warrior.
I dunno man, he just summons a pretty big spooky hornet.
thats the gift.
Exert your Mind and spend an Action.
Summon up to 3 Non-Sapient, Animate War Hornet 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.
Bu Fang will frown a little at the weird request before looking up with a moment of inspiration and think of how he want to cook the request. Focusing and concentrating, he pushes his skills to the very limit to create the request
Charisma+Cooking if possible
Edit: Rare is going to have a limited duration soon, so this power will be very limited shortly. As YET ANOTHER power that creates food, I would get rid of it, or at least put it on an item like a salt shaker or something.
Exert your Mind and spend 1 minute. You must use up A lb of Ingredients in order to activate this Effect.
Choose a specific type of Food/Sustenance thats been requested of which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic but can include rare or complex materials (such as radium, gold, or drugs). You cannot create explosives. You cannot create firearms.
Roll Charisma + Crafts to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
Place your hand over the holy book. Arch your fingers.
Speak from the back of your throat. Straighten your spine.
Feel the pain below each digit, and raise them - golden spires follow upwards.
When you speak gospel, smoke escapes your lips - these golden strings thrum along with your voice - they thrum with the sins of the Kings of Babylon.
'These have one mind, and shall give their power and strength unto the beast.'
t. The Kings of Babylon
You gain the following benefits at all times. You must actively and obviously be using a 1611 KJV Bible to gain the benefits of this Effect.
You may understand and communicate to humans as if you are fluent in a relevant language.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
Possession of this Power grants the following Trauma at all times: Nicotine Addiction.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
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.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
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: