A small action figure, which looks cheaply made but seems to have been infused by healing powers. People that don’t know how Johnny Fontaine look like will not recognise him by looks because the doll looks kinda like a basic guy.
The Action figure has glowing eyes if it hasn’t been used. If it is used and durable doesn’t work, then the eyes will slowly stop glowing and feel a lot less magical.
The person holds the doll in their hands. Using it will make the golden light emitted of the eyes shine stronger and the injury in question will also be glowing with the same hue.
“People used to tell me: Johnny, you are such a great guy and I’m so happy to have you as a friend. I wish that everyone could have a friend like you.
This made me think: yeah it would be nice if everybody had a friend so reliable, helpful, funny, intelligent and humble as me. Which is why I have created my own line of action figure Johnnys. To get a closer experience to the real deal I have infused the dolls with my healing capability. This works for at least one use and if you are lucky enough a couple.
You can now have your own Johnny Fontaine to take with you on amazing adventures, to important exams for good luck and maybe even to a candlelight diner for a date with the J man himself.
Get yours now!”
A ProphetsOfOurPraise.inc product.
Spend 1 minute and use up this A magically infused Johnny Fontante action figure. Select a Living target within arm's reach. Roll 11 dice at Difficulty 6, dice penalties do not apply.
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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.
as gojo reveals his eyes from the bandana they start glowing bright blue,gojo lifts up his hand pointing at his target with 2 fingers to hit it with a blue lapis zap of pure energy that pulls them by a small amount making them feel light for a moment before taking the whole amount of damage
Spend an Action. Select a target within 50 feet. Roll Intellect + 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 4.
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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Trauma at all times: nightmares: ur not perfect and uncontrollable anger.
Spark's eyes unfocus as they concentrate fully on the Flame, and start quickly sorting through the list of override codes command gave them, while connecting wirelessly to the device in question.
Exert your Mind and spend 1 minute. Select a Computer within 20 feet. Does not work on Alien technology. 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.
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 unfocused eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind a warning pop-up that the system has been overriden and locked down on the order of C&C in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
Focused on your target, you hold out The Dramatis Personae as it flips open to a random page, ink writhing across the page to coalesce into a language the holder understands.
Information in the booklet follows the following format:
Name, Aliases, etc ................................................A Role
Name, Aliases, etc ................................................A Role
Name, Aliases, etc ................................................A Role
etc...
Expend a point of Battery and spend 2 Actions. Select a Sapient target within 20 feet. At the end of your investigation, roll Perception + Occult at Difficulty 6.
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.
Ulysses slashes the targets body part with his Cockatrice Talons, and the affected body part quickly turns to stone.
The core of the Cockatrice, the drakebird’s ability to transform its victims into stone. As a hybrid human with Cockatrice DNA created by GenWyld experimentation, Ulysses has gained some of the beast’s power.
Exert your Mind and Spend an Action. Select a Living target within arm's reach. Roll Brawn + Melee 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:
You may affect up to 3 targets within range.
All alterations you make must Must Turn Body Parts to Stone (in mechanical effect only lost body part—or later with more investment, full polymorph+curse of the castle to statueify—stone hand, leg, foot, etc. So no Bad Back, no Wheezing).
An orange and blue light flows from you
Exert your Mind and spend an Action. Select a Living or Animate target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a half of a Battle Scar and can have exactly one of the following Effects:
By transplanting a body part from another creature, you can grant a Powers intrinsic to that body part to the subject.
The augmentations you provide are not outwardly visible nor obvious.
Your Augments count as half a Battle Scar when calculating the reduced Body penalty from having too many Battle Scars.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance 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 fully effective against this damage.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. 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 mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. 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.
The magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person 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 may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
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 the entire effect will be ended for all targets.
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.