By focusing on an object, the user turns off its gravity. Relieved from the Earth's pull, the object begins to float as though it were in space. Through further concentration, the user is able to manipulate the object with their mind, subjecting it to their own gravity. As the object is being manipulated, a faint aura of sparkling dust surrounds it, resembling a nebula. For more finer motions, tiny stars dance around the object, functioning as clumsy substitutes for fingers.
Upon concentration being broken, the object's usual gravity is immediately restored and the cosmic aura vanishes.
A worrying thought haunted Andromeda's mind following the events of In the Sights of the Crackshot. As one of her friends hung from a ledge above her, Andromeda finds herself terrified of the possibility of being unable to help. While she saved her friend then, it was only due to a gift that someone else gave her. She fears what would've happened if she didn't have that artifact. She wishes that she could reach out and catch her friend, pulling them down to safety. It was that wish that manifested this gift, so hopefully she'll be able to prevent future situations like this from happening.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Ramsey’s experience as a child has hardened his resolve, damage to his body and mind do not bother him. Physically, he has been branded with a large Eye on the back of his head, which opens to reveal an actual eye when Ramsey uses his powers.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Battle Scar: Soft Spot: Back of head.
Veins on the contractor's forehead bulge up and thicken.
Exert your Mind and spend an Action. You must actively and obviously use Special Esper Headband to activate this Effect.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: Migranes.
Having used his sight for so much, his eyes are now supernaturally powerful!.
You gain the following benefits at all times.
Your Perception rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Jorge’s sin is beginning to manifest. Like the Kuliltu he consumed…the sea is changing him. He is beginning to become more fishlike. Patches of scales have broken out across his back and ribs, and gills have slitted out across his neck. His teeth have grown sharper and more angular, the bite of some underwater creature. When he move he moves more like a sinuous predator of the deep. Like a bull shark, he functions well in both salt and freshwater.
The Kuliltu, that scion of a greater thing below. Eating it had consequences. Consequences Jorge is only now beginning to realize. For now it is merely physical, but how long does he have before the depths call to his mind?
You gain the following benefits at all times.
You are permanently and visibly transformed: Fish Person (patches of scales, gills, sharp teeth are the first emerging signs…). You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.
While in Lakes and Rivers/Freshwater or Oceans/Saltwater, 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.
-Your left eye suddenly changed, from dark brown to abyssal-black with a slit teal pupil.
-Faint scales is visible under your skin but is generally hard to notice.
-Mint shades starts to appears along your silvery white hair.
-"One day, I suddenly felt non-existent... As if something have replace me, as if my left eye is conscious"
-"Am I not human to begin with? Or is this some cruel curse?"
You gain the following benefits at all times.
You are permanently and visibly transformed: ███████. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
Possession of this Power grants the following Trauma at all times: Thalassophobia.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance 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 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
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.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects: