Anneliese takes a photo of the person as strangely and suddenly, a tattoo of the exact same photo appears on their person, allowing her to keep a trail on the person she has 'marked'... Or something like that.
Spend an Action. Select a Animate target within 20 feet. You must actively and obviously use Polaroid Camera to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
Your target is marked with polaroid photo tattoo on their person. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 3 marks active.
Marked targets leave a trail wherever they go that is visible only to you and those you teach to see it. This trail shows how long ago the target was there and is followable even when they are in a vehicle.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Xenomorphs operate in hives made of a resin they produce, mixed up with their saliva fluids. The Queen can be generated in more than one way: from specialized royal facehuggers, or maturing from Praetorians, which in turn can mature from Drones or Warriors; by a process referred as 'molting'. Judging from the condition that any Xenomorphs can potentially 'molt' and grow into a Praetorian and then a Queen, the Xenomorph species is likely all unisexual and reproduces asexually by a process called parthenogenesis: a reproductive method practiced by many species on Earth and other planets.
Exert your Mind (unless you are Sculpting) and spend one minute. Select a Location within arm's reach. You must be in an area abundant with water.
Select one of the following alterations to create out of Digested, hardened Resin originating at the target:
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 indefinitely 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 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Vaelith releases saliva from their gaping maw, and their dorsal tube separate and slip, leaking out their own mucal discharge. The process, a disgusting mess of steaming hot viscous liquid and acidic discharge surrounding them, molded by the movement of their body in this fluid as it slowly hardens to it's desired shape.
Whenever Jungle's Grace is used, a green aura surrounds the selected wound and heals it.
Expend a point of Battery and spend 1 minute. Select a Living target within arm's reach. Your target must also Exert their Mind to activate this Effect. 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 not drink Alcohol for the next month. If they violate this rule, your treatment is immediately reversed.
Star use his star amulet call what look like sword of pure soulfire that can’t be parry only dodged and can damage the terrain in the process
swords of light start forming at astonishing rate drop down at the area in Swift and quick succession
Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. You must actively and obviously use Glove to activate this Effect. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Firearms 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 the chosen Location with Damage equal to your Outcome + 2. Armor is fully effective against this damage.
By consuming the flesh of humans, Ghouls gain dream-like insights into that person's life. Typically this is the moments just before death, though it is not uncommon to see the images of the most recent places visited by the deceased. If he is able to completely consume the heart of the target, this information comes almost effortlessly, a throwback to the Rites of Anubis & the Ghoul Cults of Egypt.
Name/Identity: Who they were, including Aliases
Codes & Passwords: Including arcane phrases, disarming traps (though not the nature of those traps) as well as the order in which they are used.
Treasure Map: An image of the items they treasure the most, & where they keep them.
Moment of Death: Details increase w/ successes scored.
Exert your Mind and spend 2 Actions. Select a Corpse within arm's reach. You must use up eat at least a pound of the target in order to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn all the following information about your target:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Cannabalism.
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
You cannot investigate the same target more than once per day.
Conner using a tattooing gun can from a distance manipulate the tattoos he has placed on people to communicate by tattooing their face on himself while also causing their tattoo to temporarily change into a face causing them to be able to communicate.
Conner’s Perspective (The Caster)
As Conner prepares to bridge the vast distances between himself and those he’s marked, he settles into a familiar ritual with the tattooing gun in hand. This instrument, more a wand than a tool in this moment, hums to life with an almost eager anticipation. As he begins the process, not on another but on his own flesh, the needle dances with precision and intent. It doesn’t inscribe a new tattoo but activates the magic latent within him, a conduit to those he seeks.
The ink under his skin stirs, coalescing into the face of the individual he wishes to communicate with. It’s a generic face, a template that morphs to adopt the nuances of expression and emotion, a mirror to the person’s current state. This face doesn’t belong to anyone yet resembles everyone, a paradox made possible through magic. It’s a surreal experience, watching these features form and shift, their eyes locking with his in silent conversation. The connection is palpable, a thread of energy that tugs at his core, a blend of concentration and a mysterious, ethereal bond.
The Tattooed Individual’s Perspective (The Receiver)
For the person on the receiving end, the experience is equally mystifying. The tattoo that marks their bond with Conner, usually a static image, begins to undulate gently. This movement is subtle, not painful but undeniably present, like the first hint of a breeze that promises the storm to come. Then, as if the ink itself is alive, their tattoo morphs into a face.
This face, while not Conner’s, carries an echo of his presence. It’s a visage without identity, yet filled with expression, changing and responding as if part of a conversation. This manifestation is deeply personal, a visual representation of the invisible line that now connects them over distances untold. The voice that accompanies this visual transformation is clear, resonating not in the air but in the mind, a direct conduit to Conner. It’s an intimate exchange, shielded from the world, as though the words are whispered directly into their soul.
Spend an Action. Select a number of targets up to your Mind rating any distance away from you. You must have specific targets in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless “Connor has used Permanent Magical Tattoos on the target.”. You must actively and obviously use Tattooing Gun to activate this Effect.
You open up a line of communication to your targets, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
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 mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
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.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
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.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.