Anyone looking upon Yuri as he uses this Gift would see him raise his Sword to the Sky as lighting strikes his sword, he would aim it at the target and lighting would shoot from his sword and strike the target.
Exert your Mind and spend an Action to activate. Select a Living target within 45 feet. Roll Brawn + Melee Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is reduced to 1/2, rounded down against this damage.
July 12, 2023, 10:35 a.m. - Revision Cost: 1. Added Drawback: Sacrifice, Removed Drawback: Biohazard
People confide in a priest. Confidentiality agreements and all that. It's even harder not to open up to someone as trustworthy and holy as Father Jarrod.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Influence 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.
This Effect is not obvious, and the only sign you are using an Effect is deeper tone of voice. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Any information you gather is conversations and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same target more than once per day.
Mike takes about half a minute inscribing or engraving his first rune on the device to be repaired. If the repair attempt is successful, the rune and tool glow with werelight as breaks seal, bends straighten, and in general the object reforms itself to it's functional state. At the end, the rune changes to be an intrinsic part of the repaired object, seemingly embossed, printed, or engraved there "from the factory". A failed attempt sees a misshapen form of the rune which sparks out and does nothing of value.
Flavor rewrite only.
Spend 10 Rounds. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. When repairing Alien targets, you must Exert your Mind. You must actively and obviously use a tool marked with the bindrune he uses to repair to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Dexterity + Crafts at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
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.
You touch your enemy and will his flesh to move, crippling him.
Moving flesh that isn't yours is difficult but not impossible and when you are normally able of precise manipulation with your own body, you can only crudely compact the one in front of you.
You can order the flesh, but you know it will eventually overcome your will, ignore you, and fix itself back.
Compression make it useless but do not damage it.
Spend an Action. Select a Living target within arm's reach. Roll Intellect + Crafts 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 a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must only rend body part useless by compressing their flesh, blood and bones.
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.
While using Atlas, he uses his paws to grab, capture, or slap away bullet-speed projectiles and or attacks, stopping their momentum and power as he holds them in his grip. He may then crush or discard the attack immediately after, leaving little sign of damage.
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When activating this skill on someone else he simply makes a promise to help protect them from harm. While mundane, when an attack comes to strike at the person he nearly teleports, suddenly appearing near or around the promised target being attacked. Moving at speeds to intercept it before reappearing in his previous location as if not having moved at all.
Spend an Action. Select a Animate target within arm's reach. You cannot target yourself. This Effect cannot be used unless Atlas is active. Roll Brawn + Athletics at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is he declares a promise to help someone, these words hold an unnatural weight to them and hang heavily on the targets heart for a brief moment. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Alan's hands pass through a quick rote of ritual motions, gathering golden energy around his hand that forms into golden arcane symbols, before launching forward red-tinted wavering threads of energy that can pass through a single target or pierce out in a line through several. This is not only damaging physically, but the overwhelming sensory input is agonizing. He can use this offensively to strike at threats or defensively, withering the substance or energy of an incoming attack by dragging it through years on its way to him
After his exposure to the timeline, Alan now can see the target's timeline clearly and has embraced the greater mysteries of the arcane arts to.manipulate it. He still pulls years of collected pain through a target, but now with arcane awareness.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within 50 feet. Roll Perception + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
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.
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 Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
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.