Elizabeth has learned to speak when she's in the mists, and have her words get lost.. and find their way out again.
Spend a Free Action. Select a number of targets up to your Mind rating within 300 feet of 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 you are in alternate form.
You may send a single message to your targets. It cannot be longer or more complex than a couple short sentences.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your lips moving a little, but no sound coming out.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Battle Scar: Unsteady footing: You suffer a -1 dice penalty to any rolls which involve balance or grace..
Bobby has gained the ability to create mundane objects utilizing his tools and wit. He appears to be building something with his tools for a brief time while the effect takes place.
Exert your Mind and spend 1 minute.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Dexterity + Crafts to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
(Does a ritual that transforms the corpse a bird into a raven under the witchs' control.)
Under the moonlight the struggle of feathers breaks the cricket's chorus. Circe's mark etched into ground underfoot, a bound pigeon laying atop it. A young witch unsheathes her athame, it's silver blade reflecting the moon rays in the poor pigeon's eye. As the blade comes down with a sickening squelch, the pigeons' death throes echo throughout the woods, followed quickly by muttered incantations, the witch turns the blade on herself, allowing it to pierce her flesh, blood dripping on the fresh carcass below. The blade glows faintly, pulsing with an ethereal indigo glow as the pigeon's carcass begins to undergo a transformation, the blood mixing and rising into the air before shooting back into the lifeless body as it begins to twitch and turn violently, it's feathers and beak becoming an distinct ebony as it rises, it's newly feathered head looks at the young witch, giving her squawk and a bow. The witch smiles in delight.
Take a Severity-1 Injury and spend one minute. This Effect cannot be used unless you sacrifice a feathered creature under direct moonlight. You must actively and obviously use an athame or knife to activate this Effect.
Summon a single Raven at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You may only use this Effect once per day.
A ritual circle of crystals helps the subject.
Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. You must actively and obviously use set of crystals to activate this Effect. When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Performance 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.
As the star glints in the sunlight Cleatus is imbued with the firearms skill and knowledge of the good old boys who have come before him, every hunt, every moonlit one in a million shot, and exactly how they made it comes flooding into his mind as he's granted the skill of every gunslinger the great state of Indiana has ever laid claim to. Though with it comes the independent spirit of those who came before it, and as new to magic as Cleatus is he finds it hard to resist these impulses they've forced upon him.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
Possession of this Power grants the following Trauma at all times: Must always speak in a southern accent and paranoia.
You also gain the following effects:
Shelly is able to catch and falling children or other objects. She is also quite adept at throwing things.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
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.