Through a bizarre ritual, Lorenzo can rent an improved version of an item. He must set $10,000 worth of cash on fire, and place the item to be upgraded in the fire as well. It will quickly burn, and will send rainbow-colored sparks up into the sky. After a short time, the new, upgraded version of the item will be delivered in the form of a metal capsule that falls out of the sky and lands near you.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. This Effect cannot be used unless you have sky access. You must use up $10000 cash (or equivalent currency) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next day. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
This was Valery's first sign that she was special. She had always had an aptitude for knowing way too much about death, but in the hospice she could just... ease them gently into the next world. Those who are effected by this ability can see a form overlapping hers, varying on where their soul will go after they die. For those who told her what she looked like in the hospice, it was usually some sort of angel, but it can also appear as a dark hooded figure, a flaming demon, a loved one who passed before, a being to whom they sold their soul, etc.
Exert your Mind and spend an Action to activate. Select a Living target within 45 feet. This Effect cannot be used unless The target must be close enough to death that using this power would kill or destroy them. If you do not deal enough damage to kill or destroy them, your action is wasted. Roll Intellect + Occult Difficulty 6. The target may contest by rolling Mind, Difficulty 6.
If the contested Outcome is positive, the target takes that much damage plus 3. The target's material Armor is completely ignored.
You choose a person of interest and begin to observe them, you pull out your notepad and begin recording your findings.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You must actively and obviously use a Notebook to activate this Effect. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn all the following information 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.
The air glimmers around Shelby as they speak. Power hangs heavy for a moment, vanishing as the deal's sealed with a kiss. Breaking promises like that breaks hearts- in this case very literally.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must kiss to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
By navigating through the timeline with the adjustment of a timepiece, Zeke peers into the past to witness it firsthand. As he investigates, Zeke leaves behind a blurry, glitch-like duplicate of himself, caught between multiple moments across time.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile You must actively and obviously use a timepiece to activate this Effect. You cannot investigate the same target more than once per hour. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about the area:
You cannot investigate the same area more than once per day.
Gustav's mouth transforms dramatically, his teeth elongating and sharpening into a set of distinct points. As this happens, an eerie voice, akin to something from the depths of hell, starts speaking in an unsettling, twisted language.
The words conjure up horrifying visions of decaying bodies, writhing masses of grotesque flesh, and nightmarish deformities. What's particularly disturbing is that Gustav, too, is subjected to these gruesome visions, forced to endure the same flesh-related horrors he inflicts upon his target.
Exert your Mind and spend an Action. Select a single Sapient target or a Location within 300 feet. If you select a Location, all Sapient targets within 300 feet within 20 feet of it, besides yourself, are affected. Roll Intellect + Occult Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the affected targets loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the affected targets gains a Trauma of the GM's choice.
This Trauma 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Demonic body horror.
The user places this slip of paper from the mystic against their head, speaks the inscribed phrase, and envisions a time they wished they were alone. the paper bursts into a shockwave that pushes a nearby being away. The repulsion field can be maintained for several seconds by meditating on the nature of solitude.
Spend an Action and use up this paper with mysterious calligraphy. Select a Animate target up to 100 feet away.
Targets are pushed back until they are 100 feet away.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
You may maintain Concentration after the initial activation of this Effect to continue the push on the target. Lasts up to one minute.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
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 influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
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.