Jason takes a moment to reflect on what happened so far, and what will happen next within the "game". The players are beaten and bruised. They need something to pick them up, just a little boost to keep their hopes up. What about a corny speech like they do in the movies huh?
Exert your Mind to activate. Select a Living target within arm's reach. 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. This Effect can only be used to treat Phobias.
You may heal a Trauma on any number of targets with a single activation of this Effect, but any Traumas which you treat are revealed to the entire group.
The user draws the paper in which this artifact has been imbued onto and begins to rapidly fold it into the shape of a triangular obelisk. As they fold, the space around them begins to bend and distort, their body splitting apart into several perfect, geometric slices, until eventually they fold in onto themselves. They then unfold, alongside those they are in contact with, at the target location, in several separated pieces that refold to form their shape.
Exert your Mind and spend 2 Actions. If you are at the Battlegrounds Monument, you may choose a target Location within your line of sight; otherwise, your target may only be the Battlegrounds Monument. 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.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any a place with a significant amount of paper (such as a library or paper factory) for one minute, you may activate this Effect and travel to the edge of any other a place with a significant amount of paper (such as a library or paper factory) that you’re aware of, regardless of range.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the user slicing into several sheets of themselves, which tear apart upon their disappearance.
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.
Big B takes out a USD bill and fiddles with it, his mind his forcefully shunted into the target leading to some possible mixing of personalities. he intently focuses on the inside of there mind scape.
Exert your Mind and spend 1 minute. Select a Living, Animate target within 300 feet Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Gets booted out of current body. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. You must maintain Concentration while the effect is active. Roll Intellect + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is unaware their memories are being probed. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is Fiddling with money. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Upon activation, the user's body seems to take the form of a woman made up entirely of stars and the night sky, a living constellation. The affected target's eyes will appear as if they reflect a starry night themselves, the target experiencing the vastness of space for but a moment. Realizing their insignificance only few will remain of stable mind.
This is an artifact made by the cult of Thelema in the early 1900s. It uses the power of their highest deity Nuit.
An heirloom, inherited by Jacob Sterns.
Expend a point of Battery and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Augustine, despite no ‘proper’ medical training has a penchant for helping people out of tricky situations, including those with grave injuries. With the blessing of the afflicted, he can help out.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Melee 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.
As Blake begins to cast Fireball, his eyes blaze with a fierce intensity, reflecting the elemental power he commands. Incantations flow from his lips, each word igniting the air around him.
The staff, carved with intricate runes, glows a brilliant crimson, and fiery tendrils dance along its length. Flames swirl around the staff's tip, coalescing into a searing orb of incandescent fire.
As he finishes his incantation, a huge ball of fire hurls towards his target. The area targeted by the Fireball heats immensely seconds before impact.
Upon impact, it explodes in a blinding flash, engulfing the area in a ferocious inferno that incinerates everything within its radius. The aftermath leaves scorched earth and smoldering embers, a testament to Blake's formidable pyromancy.
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. You must actively and obviously use staff to activate this Effect. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Intellect + Occult 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 25 feet of the chosen Location with Damage equal to your Outcome + 4.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, 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.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living 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. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.