The Man opens an internal release valve, igniting volatile fuel in his body and sending all the exhaust up through the eye sockets of his mask.
Spend an Action. Select a target within 45 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you the mask vents plasma into your eyes, blowing one of them to smithereens and dealing a Severity-3 Injury. Roll Brawn + Alertness 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. Armor is fully effective against this Damage.
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.
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.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
This Gift's Cost is capped at 2 and cannot be increased further.
NKULUNKULU, onobunene obukulu, siyakuncenga sitobekile, sitandazela umbuso wakiti nompakati wezindaba obunene manje kwomkulu; Ukuba kutandeke kuwe ukulungisa konke okukulunywa y'iwo, ukuze udunyiswe wena, iChurch lake elingcwele lihlale kahle; nomBusi wetu alondolozeke kanye nawo wonke umbuso wake.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must actively and obviously use Traditional Prayer beads to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Blood boils and bones crack, as the limb grows back with a instantaneous burst of blood.
I form it with my hands!!
If you’re convincing enough, anything is possible.
Exert your Mind and spend an Action. Select a target within arm's reach. Choose an illusion to generate, which can be no larger than a coffee mug.
The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
Naturally gods and goddesses are expected to be omniscient. As a digital-goddess-to-be Eun Ha should be as well, she's just...alpha testing it. One of the Divinity OS' more sophisticated features is sapient and creature analysis. For Eun Ha's personal comfort this has been translated into gaming terms and appears in a UI state reflecting this.
In order to meet all requirements for the system to begin analysis there must be some kind of in person interaction with the target to make them a viable subject. This must be personal or through someone with whom she's made a 'temporary minor-contract' to use as a peripheral. For the sake of ease, she refers to these entities as 'Party Members' and this has caused the system to limit how many can be affected in this way to three.
Afterwards by either scanning a photo, registering their appearance via video or digital observation, or simply through a reflection she may begin the analysis process.
She has since figured out a way to even further translate this by creating a script that publishes the information to a special web app she's programmed called the Farside Bestiary Lookup Tool. The app is available for mobile and PC, but works best on Android and Windows.
Spend a minute. Select a Sapient target or a Creature within 20 feet. You may select a target at any range if you use up a one-time Divinity OS manifested QR code from a photo, can see them digitally or through a reflection of the target. This Effect cannot be used unless you or someone 'in your party' (maximum 3) has personally interacted with the target and there is a device near the target operating or, connected to, in some way with the Divinity OS. You must actively and obviously use an electronic device capable of some form of internet or networking to activate this Effect. At the end of your investigation, roll Intellect + Technology 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 manifested above the target as an intangible display name with a debuff marker(s). If mortal there's a tag displaying such under the name. This is automatically published in the Farside Bestiary Lookup Tool as an example for the given target if applicable 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.
Chelsea is the granddaughter of the witches you didn't burn. When face-to-face with a man under 6 feet tall, she can loudly humiliate him until all of his confidence transfers to her body in the form of powerful pink mana. She can use this mana to heal her wounds and those of others.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless a man under 6' has confidence you can steal. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you lose all the support from your followers and get cancelled #ChelseaIsOverParty.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
Calling upon the spirit of the roads, Faira can attempt to trap someone.
Spend an Action. Select a Location within 20 feet. This Effect cannot be used unless can only be done on roads. and must be able to touch the road or her truck with her blood.. Roll Charisma + Drive at Difficulty 6. All targets within 20 feet of the chosen Location may contest by Defending or Dodging.
If you succeed, all affected targets will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but are reduced to ¼ of their movement speed.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.
This Gift's Cost is capped at 2 and cannot be increased further.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind and Spend an Action. Select a Living target within 20 feet. Roll Intellect + Occult 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:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll when you activate this Effect. 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:
The augmentations you provide are not outwardly visible nor obvious.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 20 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.