Working in many places as a park ranger, Janice has grown to be able to track any being throughout any sort of environment. Her discerning eyes can keep track of her target once she spots any sign that they left.
This ability has been honed throughout years of hunting throughout the night for intruders in deserts and forests. She's not using just physical hints, like footprints, but also patterns of movement from people trying to evade her.
By taking a close look, with a magnifying glass, Janice is able to use any trace of even the most miniscule of debris to see where the target has been. She's even able to keep track of the target well enough that if she loses their trail, she can recognize new tracks.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target or a Creature within arm's reach. You may select a target at any range if you use up Footprints of the target. You must actively and obviously use Magnifying Glass to activate this Effect. At the end of your investigation, roll Perception + 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.
Benny can entrance a target into a lustful stupor by looking deep into their eyes and dominating their mind with his own. While maintaining eye contact, the whites of Benny's eyes fill with blood and take on a deep red color.
Exert your Mind and spend an Action. Select a Sapient, Living target within 50 feet who can perceive you through. Roll Charisma + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If you succeed, the target will keep their full attention focused on you for as long as you maintain Concentration. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect will continue even if violence occurs nearby or if your target is Injured. It does end if the target takes Damage from a source other than you.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
Fascinated targets are at a -2 dice penalty to any rolls they make to resist any other Effects that you attempt to use on them.
You may Exert your mind to compel a Fascinated target to begin moving towards you.
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
Luminous, using the light from the source, bends at his will, using the light, he essentially blesses the scar and uses the light to fill in the injury, slowly converting the light to mass and adapting it to the injury.
Exert your Mind and spend a minute. Select a Living or Animate target within arm's reach. You must actively and obviously use Soul Orb/source of light to activate this Effect. 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.
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.
Millions of dark tendrils fly out, souls screaming and yelling, pleading for freedom and yet... It goes silent, the lingering energy of each soul, of each life taken is imbued into the target's soul, with each injury burning and sealing shut with black threads tying them up. When used on the dead, it envelopes them in a maw of darkness, their soul being pulled back into their vessel, to prolong the fight.
Exert your Mind and spend 2 Actions. Select a Living, Animate, or Dead target within arm's reach. Your target must also Exert their Mind to activate this Effect. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + 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. Your patient is required to you must engage in combat at least once per day, every day, for the next month for the next month. If they violate this rule, your treatment is immediately reversed.
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.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The countless souls screaming in agony to be let go, to be freed.
Charles seems to converse with the person, yet as they converse, his eye darts around, looking at their movement, their body language. Any ticks, any flaws, perhaps their wallet, just about everything, as his brain starts to churn, his psychic ability helps him refine these clues and thoughts together into a logical, flawless understanding.
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. At the end of your investigation, roll Perception + Investigation at Difficulty 6. The target resists by rolling Body at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The user inserts 2 American $1 coins into the slot on the radio, which disappears in a quick second as the slot dimly, briefly glows green. The radio begins to spit out quiet static, as the user sees through their clouded eyes the memory of the target.
The target experiences the wandering dead spirits of the world accepting their offer of currency, and showing them a memory they have witnessed in the world in exchange.
If David showcases something with emotional resonance to the target’s soul to the wandering spirits, they may use that resonance to find/track the target in the world and glean some secrets. The spirits may even comment on the item in question, whispering opinions on it into the user’s ears (ex: “Quite a large painting. This one you send us to look into must be quite gaudy…I almost don’t want to bother. But I suppose the toll is paid”)
David, while repairing the Thomas Edison Spirit Cellphone, managed to reverse engineer some of its more…unique components. He even found a small manual hidden inside, which described that, according to Spectrum S, wandering spirits in the world can make a great fuel source. David was disgusted at this discovery, and wondered what would happen if one instead offered them a coin of value for their troubles and aid, the way the Greeks did in the days of old. A modern day way of giving them Charon’s obol. So he set about constructing the Spirit Box, and soon the wandering spirits of the world became aware of his offer of coin.
Exert your Mind and spend an Action. Select an Animate target within 200 feet You may select a target at any range if you use up an Object of sentimental value to the target of the target. You must use up 2 American $1 coins in order to activate this Effect. You must maintain Concentration while the effect is active. Roll Perception + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
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.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult 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.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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 you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
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 doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. 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.
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. Lasts until the end of their next Contract or 1 month for non-Contractors.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.