Ties of Faith To see the bonds of allegiance and piety.

1
The power to learn details about others.
Used by Anthony Drunner, Created by baeowulf.
(This Effect is not obviously Alien when used. During Effect activation, you are obviously interacting with the target. )

When Anthony shakes someone's hand, there is a momentary connection. The Lord unfolds their life in his mind - it takes but an instant, in the span of which he undergoes all their experiences overlaid upon each other in fractal patterns like lichen growing upon itself. From this kaleidoscopic mass of neural impulse, he is able to pull threads of connection, of consistency, and learn where his target's allegiances lie.


Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within arm's reach. This Effect cannot be used unless you shake the target's hand. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.

You learn all the following information about your target:

  • You determine how many living beings the target has killed, what sorts of creatures they were, and how long it has been since they last killed.
  • You learn any organization the target is a member of.

The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same target more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Community Targeted Gifts

Spend an Action to activate. Select a door, lock, or locked target within arm's reach , which is not electronic and can be no more complex than a standard key lock. Cannot be used on Alien technology.

You may lock, unlock, and/or open your target.

If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.

This Gift's level is capped at 2 Gifts and cannot be increased further.

  • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion.
  • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.
  • You can target yourself if you qualify as a valid target by the other requirements.

Exert your Mind and spend an Action. Select a target Location within 75 feet. You may select a target at any range if you use up a paper with "ICU" written or typed on it. of the target.

You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.

  • This does not satisfy the Line of Sight requirement for targeted Effects.

After obtaining a blood sample from a genetically-engineered werewolf, Xaver researched it's properties, and found that it contained independent compounds which could self-replicate any organic solution it is present in if stimulated correctly, and cause rapid cancerous mutations in most living tissues. Xaver is currently using this to expedite his research, creating cancer biopsy samples from various healthy tissue samples. While the mutagen takes time to self-replicate, it does create enough to be used once per day.

Exert your Mind and spend an Action to activate. Select a Animate target within arm’s reach. Roll Intellect + Medicine at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.

If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:

  • Poisoned: The target gains a Severity-1 Injury which ignores Armor and doesn’t heal naturally. For every hour that passes, they receive a new identical Injury. If this new Injury would kill them, they roll 1d10 at Difficulty 6. Success cures the condition; otherwise, they will die.
  • Wasting Away: The target’s body is being eaten away by the affliction. Immediately on being afflicted, and again for every hour that passes, they will obtain a new Major or Minor Battle Scar.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Medicine at Difficulty 6, and can be cured by cutting out the growths.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the target mutating to display visible cancerous growths.

You may only use this Effect once per day.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Expend a point of Battery and spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Perception + Investigation at Difficulty 6.

You learn the following information about the area:

  • You learn where exactly creatures and people live within the area, and what sorts of creatures they are.
  • You can locate the source of any Alien energy or the presence of any Alien effects on the area. Specific information about the function of these effects beyond their general type is not forthcoming.
The quality and specificity of information gained depends on your Outcome.

Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Weak stomach. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

You cannot investigate the same area more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

It's been said that even a quick clench of the Cane has summoned the spirts, others say the spirts come when they're needed. One things certain, The Golden Goose Cane is always there.

Spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the user has not harmed a living being in the last 24 hours. Roll Charisma + Medicine at Difficulty 6.

If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact 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 Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.

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: Pacifist - You find the act of harming another impossible for you. (Whenever you would try to harm another living being, roll Self-Control or be forced to stay passive). If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • Effects which circumvent Armor completely also circumvent your barrier.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Targeted Gifts

Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.

Select one of the following alterations to create out of standard building materials originating at the target:

  • Wall: Create a straight wall made of standard building materials up to 40 feet long, 10 feet high, and 12 inches thick. This wall can also be used to create a bridge, ramp, or similar. It must be free-standing.

The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.

This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.

  • Attempting to break any alterations with inappropriate tools may damage or destroy the tools at the GM's discretion.
  • Any structures you create leave precise gaps for obstacles in their path or push them out of the way. You cannot directly destroy objects or structures or damage beings by creating walls or domes.
  • Tool guidance for GMs:
    • Difficulty 9: Brawn 5, no tools.
    • Difficulty 7-8: One-handed tools or makeshift tools (like a sword). Mythic Brawn without tools.
    • Difficulty 6: Appropriate manual tools. Crowbar, sledgehammer, armor-shredding attacks.
    • Difficulty 4-5: Power tools, vehicles, explosives.
  • This Effect produces the substance you are controlling unless it is drawn from the environment via “Required Environment” Drawbacks.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.

You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.

The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • Depending on the length of your message, it may take a target some time and/or effort to understand it in its entirety.
  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • You can target yourself if you qualify as a valid target by the other requirements.

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.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.

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 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. The raised creature must consume flesh every day or it will die again.

Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Your revived targets deal 2 Weapon Damage with their unarmed attacks.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The creature will die at the end of any 24 hour period gone without consuming their specified diet, and it is important that this growing desperation is reflected in how they are roleplayed.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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 target’s trail for the past 24 hours is revealed to you and anyone you teach to follow it. This trail shows how long ago the target was there and is followable even when they are in a vehicle.

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.

  • Tracker You are not made instantly aware of where they have been in the past 24 hours; you must follow their trail. You may "happen upon" any trail they have made in the past 24 hours.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.