The room grows warm and your eyes glow a soft golden hue as you raise an open palm towards the target. For an instant, you hold the heat and light of a star in your hand before it begins to hum gently through the air with ethereal grace, inviting free floating particles plucked from the air to join it in the dance. The orb then quiets as it settles into its final destination and illuminates the area marked for doom. It collapses in on itself there and then burns white hot. Within seconds, it explodes.
Congratulations, your extensive experience with explosives paired with a healthy dose of pyromania has manifested itself as the Gift "Sacred Flame"! Welcome to the wonderful world of a minute's worth of pyro-specific telekinesis and mindbogglingly speedy scientific calculations! If amazingly glorious explosions are what you're looking for, we promise customer satisfaction is guaranteed. Now, let's put the rumors to rest- are the reports of madness as a side-effect true? Wellll... let's just say we prefer the term "one man cult." After all, who knows better than you that Chaos is nature, and the Light must reign? Nothing is sacred but the flame (`∀´)Ψ
Exert your Mind and spend an Action. Select a Location within 40 feet. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Brains + Science at Difficulty 6.
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
Possession of this Power grants the following Trauma at all times: Pyro's Green Thumb: You must roll Self-Control to avoid helping fires grow and Moth You must roll Self-Control to avoid staring into flames, losing you a free action during initiative.
Carver, with an air of professionalism, listens to her patient speak of their past experiences, and how they affect them in the day to day.
All Carver does is remove the compulsions left by traumatic experiences, allowing her patient control over themselves while tackling their traumas. They'll remember what happened to them, but it will no longer spark the same trauma response.
As long as the mind isn't traumatized *again* shortly afterwards. Otherwise the old connections resurface and it's back to square one, with extra baggage this time around.
All of this works on inhuman, even unliving physiology thanks to Carver's familiarity with the not-quite-human people around her. As long as they have a sentient mind capable of being traumatized, her powers allow her to detangle them.
Exert your Mind to activate. Select a Living or Animate target within arm's reach. Over the course of one day, 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 + Medicine 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.
Your patient is required to not fail a limit check for the next month. If they violate this rule, your treatment is immediately reversed.
If the gift is used by grabbing the target physically, a black imprint of the grab is left on their flesh - if applicable - which fades away over time. Additionally, the edges of the imprint are surrounded by equally-black, unknown, intertwined glyphs. While the imprint normally fades away completely within hours, it may instead remain for longer, up to a week, in proportion to how fiercely the target opposed the gift's usage on them. (lack of awareness at the time of gift usage results in the normal hour-or-so fadeaway time)
If the gift is used via blood of the target, the blood in physical contact with the user darkens as it coalesces into black, ever-shifting glyphs which get drawn to and absorbed by the user's skin. All blood within the same pool gets drawn to the point of contact as the gift is being used, with the draw being stronger the closer it is to the user. The wound of the target from where the blood being used had originated from darkens as well, with the edges getting surrounded by equally-black, unknown, intertwined glyphs.
In either case, the parts of the gift user's flesh which interacted either with the target or the target's blood in order to activate the gift are also graced with the same type of black imprint as described above, glyphs at the edges included. The fadeaway is linked to the fadeaway of the imprint on the target.
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. You may select a target at any range if you use up blood of the target. At the end of your investigation, roll Perception + Occult 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 target feels a strange feeling of safety when talking to the user. The bartender turns and smiles at you, “what can I help you with?”
Spend one minute. Select a Sapient target within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is verbal and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same target more than once per day.
Sable cradles the Chamomile plushie in her arms, gently rocking back and forth as a soft, gentle lullaby echoes around all who are near. A motherly voice begins to sing, seemingly coming from nowhere, and the beautiful melody lures them into slumber. Those unaffected can sometimes see a beautiful ghostly woman standing behind Sable, hands resting on her shoulders as she sings and gazes down at the child.
Expend a point of Battery and spend an Action. Select a Living target within 30 feet. Roll Perception + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.
You may end this Effect prematurely as a Free Action.
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: Nightmares. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Cadbury uses his arms to stab his vicitm and poisons them.
Exert your Mind and spend an Action. Select a Animate target within 25 feet. Roll Brawn + Medicine at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Culture at Difficulty 6, and can be cured by Mantis Shrimp Antidote.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, 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 Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
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.