I take sniff of my magical dust and go crazy with the environment, crazy isn't it. LSD GO crazy
Exert your Mind and spend an Action. Select a Location within 60 feet of you. You must use up Magic Fairy Dust in order to activate this Effect.
You create a hemispherical dome of Elemental Powers (Woter, Fira, Durt, Aira) originating at the chosen Location, with a radius of 60 feet, and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
Gareth's head begins to spark and crackle with energy and suddenly a burst of lightning flashes out from his temple
one night while reading Nickola Tesla's biography on a park bench, Gareth noticed a strange cloud forming above his head that suddenly flashed a mighty bolt of lighting down upon him. The bench he was sitting on and the grass around him were blown away only leaving him and his book unscathed. ever since that night Gareth found he was able to call on the might of that electrical current. Strangely Gareth found that along with this new found power, he also grew a major fear of anything that may be considered unsanitary
Spend an Action to activate. Select a target within 45 feet. Roll Intellect + Investigation Difficulty 6. The target may contest by rolling Mind, Difficulty 6.
If the contested Outcome is positive, the target takes that much damage plus 3. Armor is fully effective against this damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Major germaphobe " must roll mind to pick up anything that is dirty with his bare skin.
The Zed-Man starts freestyling, or hands out his mixtape and EP, perhaps even chill in his studio while they make a collab. In any case, on the field, his voice akin to the sirens of tales, he gifts those who suffered with the song of his own: Freedom!
Exert your Mind to activate. Select a Living target at any distance, provided you are able to communicate. 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 replace one of the patient’s revealed Traumas with a new Trauma: Compulsion to turn every conversation politically against the government.
Your patient is required to Bourgeoisie Zed: At some point in conversations, when conversing with a person of obvious leadership over a group of people; Point out the flaws of their current government system and advocate for an anarcho-socialist society in which the ruling class should step down; for the next month. If they violate this rule, your treatment is immediately reversed.
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.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target 50 feet. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
Yuri Bursts into a pile of flesh, launching themselves from the ground like a spring loaded cannon of gore and unspeakable horror, reforming by the time they reach the end to stand as they are. It's a burst of profound energy that's fueled by the desire to taste blood.
Exert your Mind and spend an Action. Select a Location which is at most 100 feet away horizontally or 25 feet away vertically.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Yuri Bursts into a pile of flesh, launching themselves from the ground like a springloaded cannon of gore and unspeakable horror, reforming by the time they reach the end to stand as they are..
"Yep! This stuff works! How do you think I keep my complexation? I learned this one from an ol'friend I met way back when. But for some reason, you need to dress and act as a cowpoke. Not entirely sure why it does that. Chief says it's something to do with the essence of the maker supporting the one who drinks it."
- Blake Sacks
The front of the bottle has a label that calls this stuff "Snake Oil." Turning the bottle you find a list of ingredients.
* Alcohol
* Snake Oil
* Cactus Juice
* Newt
* Moonbeam
* Cowboy Vampire Blood
Spend a minute and use up this Amber liquid in a glass flask (unless you succeed on 1d10, Difficulty 7). Select a Living or Animate 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. Your patient is required to dress & act like a cowboy/girl for the next month. If they violate this rule, your treatment is immediately reversed.
Healing a Battle Scar in this way leaves behind Pale Skin, slightly pointy teeth on the target which cannot be healed.
Toss of the hair, hand on my hip, let out a giggle.
Spend at least one Action to activate. Select a Sapient target within 20 feet. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-endangering or self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
This Gift's Cost is capped at 2 and cannot be increased further.
The mad scientist produces thorium cores that can be used to upgrade tools and other devices. The core supercharges the item, increasing its quality and rendering it indestructible for a period. However, once the core runs dry, the object is rendered less useful than it was before. The core crackles with blue electricity while active.
Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. 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.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
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.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways: