The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
Edith grabs one of the arrows affixed to her belt and points it at her target, it flies out towards the attacker leaving a blazing trail of green. When it finds its target, the arrow embeds itself within them as a glowing green tattoo of an arrow bended into a circle.
Spend an Action. Select a target within 20 feet. You must use up an Arrow in order to activate this Effect.
Your target is marked with a glowing green arrow tattoo. Your mark can be discovered if the target is inspected visually. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's vital status, injuries, 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.
This Gift's Cost is capped at 2 and cannot be increased further.
Power over the wax curse allows you to infect others to varying degrees, touching them with the intent to spread wax onto their body allows you to do so. Wax covers the affected area causing as little as irritation to losing bodily functions such as sight or movement.
Exert your Mind and Spend an Action. Select a Living target within arm's reach. Roll Brawn + Occult 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:
You may affect up to 3 targets within range.
If two or more of your targets are touching and more than one fails to resist, you may conjoin them where they touch. This counts as a shared Battle Scar.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The Battle Scars you inflict manifest over the course of the next minute.
Marina's skin is dotted with small, bioluminescent lights across her shoulders and arms, resembling the gentle glow of sea creatures. This subtle radiance casts a soft aura around her, usually covered by a. Her eyes are a captivating greyish-blue, deep and reflective like the ocean's depths, adding a mysterious allure to her character. Slowly, Marina is becoming a hybrid sea creature, reminiscent of a siren, with her evolving features hinting at the enchanting yet enigmatic world beneath
You gain the following benefits at all times.
You are permanently and visibly transformed: Sea Monarch Offspring. You are considered to be a Sapient, Living being when targeted..
While in underwater environments, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
You may make a +2 Weapon Damage ink shot (throwing knife) attack without additional equipment.
Archangels have the ability to appear to distant mortals and relay messages.
Thanks to the harbingers and some.. clever interpretations, Chamael can appear to a target he is familiar with in a flash of white light, and deliver a message.
The closest analogy, is 'tapping' into the Angels existing abilities and network.
Though the sound the illusion makes is that of Chamael's tongue, it carries with it a temporary understanding of the words spoken. He can't pay good attention around his body while he's having a conversation with someone far away.
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. This Effect cannot be used unless alternate form.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Gift's Cost is capped at 2 and cannot be increased further.
Malak snaps his fingers, energy from an unknown world, and energy from his mind coalscing and forming into a ball of fire at his target.
Spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
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 targetโs 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Flames created from a distorted reality appear, souls flickering and burning up in the flames as well.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Battle Scar: Shoulder Subluxation.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. Itโs so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.