Marnie's pupils glimmer pink as she touches the mind and emotions of the target. They smell a faint whiff of floral perfume- whatever she's wearing- as her compulsion washes over them.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. 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 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.
Exert your Mind and spend an Action. Select a Non-Alien door, container, knot, or lock within 20 feet that is no more complex than a standard commercial door, personal safe or a keycard reader.
You may lock, unlock, and/or open your target.
Laxmi begins to glow a bright orange, and as if she were a bundle of dynamite, an explosion destroys the area around her! Of course, there's also the chance that her fuse just fizzles out...
Exert your Mind and spend an Action to activate. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. The area within 20 feet of you immediately and obviously becomes imminently dangerous. Roll Intellect + Brawl at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 20 feet of you with Damage equal to your Outcome + 2. Armor is fully effective against this damage. If you botched the activation roll, you will also take full damage from the blast, otherwise it will not hurt you.
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.
Imitation involves using effigies, fetishes or poppets to affect the environment of people, or people themselves. Voodoo dolls are an example of fetishes used in this way: the practitioner uses a lock of hair on the doll to create a link (also known as a "taglock") between the doll and the donor of this lock of hair. In this way, that which happens to the doll will also happen to the person. Sally has reversed this spell and has created a process to heal those she comes across.
Exert your Mind and spend 1 minute. Select a Living or Animate target within arm's reach. You must actively and obviously use poppet to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Occult 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 The Target must offer proper offerings to Damballa for a month once a week. 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 The wounds disappear from the Target as they appear on Sally before they disappear as the Poppet she carries decays..
Beneath the patient’s skin, the nanobots swarm like a legion of ravenous insects, their mandibles gnashing and grinding as they devour wounded tissue. Each tiny machine emits a high-pitched, metallic shriek that reverberates through the patient's bones. These microscopic invaders burrow deeper, their needle-like appendages injecting searing disinfectant chemicals into the bloodstream, igniting a fiery agony that pulses through every vein. The nanobots communicate in a cacophony of alien squeals and clicks, a nightmarish symphony that plays relentlessly inside the patient's skull. As their grotesque work nears completion, the nanobots begin to dissolve, their exoskeletons melting into a viscous, oily sludge. This foul liquid seeps from every pore, coating the patient in a greasy, nauseating film that reeks of decay. The patient left shivering and drenched, haunted by the invasive, mechanical horrors that had violated their body in the name of healing.
Exert your Mind and spend 1 minute. Select a Living or Animate target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Perception + Technology 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see lots of nano bugs.
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.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation 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.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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. 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.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. 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:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
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.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.