Picking up on the struggles of his target, Johan gives a prayer for said target. The Lord, hearing such fervent prayer, blesses the target with emotions of hope or joy through the now slightly glowing eyes of Johan.
This Effect activates whenever somebody within range is in a negative emotional state. It does not require an Action or Exertion. Select a Living target within 300 feet. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the user gives an audible prayer about the target of the effect. Roll Charisma + Occult at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next hour, your target will do things they otherwise wouldn’t have done, inspired by joyous emotions. They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same 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.
This Effect is not obvious, and the only sign you are using an Effect is a slight glow in the eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
If any affected target takes or deals Damage, this Effect ends.
The bandages on the user's body slither and stretch to wrap around a target injury-- even slipping through any orifices (typically the opening of the wound) to pack and treat internal damage. Once covered, the wound regenerates with the blood infused in the bandages until it heals, after which they retract to their original worn positions.
(Ability: Brawn + BRUTALITY)
Expend a point of Battery and spend 1 minute. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the bandages crush and constrict you in the process. 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 consume a pint of human blood for every subsequent day for the next month. If they violate this rule, your treatment is immediately reversed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see bandages twisting and slithering like monstrous tendrils.
A sickly green aura would emanate from the Psychiatrist, with their eyes glowing a greenish glow, looking into them, you feel weak and helpless, fear flooding the system with you being unable to stop it.
Exert your Mind and spend an Action. Select a Human target within 20 feet. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically.
If they fail, your target will take 2 points of Mind damage and gain two new Traumas selected by the GM. these Traumas may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
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."
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.
Reanimates a nearby corpse into an easily disposable entity. Maximum of two at once can be summoned.
Bloodbags have 8 hp, and are only subservient to the user that summoned them. When active for more than 3 turns, the user will feel obligated to feast and prioritize the bloodbags in their next attack regardless of their original target (Priority).
Exert your Mind and spend an Action. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless user has all of Nosferatu' E.G.O. Including Gift. You must use up 1 HP point in order to activate this Effect.
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 one hour 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.
Raised creatures have their Abilities set to the same that they were in life. Their Dexterity, Charisma and Intellect are set to 1, but their Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Blood Thirst. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
*Draws gun and lock eyes with the target. A flash of red light
"STAND DOWN SON! I DON'T WANT TO PULL THIS TRIGGER AND YOU DON'T WANT TO DIE!"
-Blake Sacks
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. You must actively and obviously use a firearm to activate this Effect. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Firearms 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 their best understanding of the letter and 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-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.
The nail glows, inserting itself into the lock, unlocking it.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach.
You may lock, unlock, and/or open your target.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets 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 Contested 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-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).