Mothman can use straight twigs and string to create a simple 'doll' left in the woods. (A la the triangle wood things in blair witch)
Creepy on its own, Mothman closes his hands around it. The air around the sculpture vibrates with a tense pressure and fevered pitch, before releasing.
Chain of screaming, reduces by half for each additional target inflicted, when they 'interact' with another valid target, and i imagine hearing affected yell at them to warn their allies etc count as interacting.
1 target: 1 hour
2 targets: 30 minutes
3 targets: 15 minutes
4 targets: 7.5 minutes
5 targets: 3 minutes
6 targets: 1.5 minutes (30 rounds)
7 targets (15 rounds)
8 targets (7 rounds)
9 (3 rounds)
10 (one round)
Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 45 feet. This trap lasts until triggered or disarmed. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you It effects him and anyone around as he sets the trap. You must use up a collection of straight sticks and rope in order to activate this Effect. Roll Charisma + Influence at Difficulty 6.
The trap looks like A bundle of sticks, tied into a shape like a stick figure. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by Fear and Paranoia. 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.
When your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.
The Primordial chooses the form of a small cyclone, wind and water converging to make up its most harmless form.
Exert your Mind and spend one minute.
You transform into a small, swirling cyclone of water and wind that shifts from the size of a basketball to a person for the next day. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that a rodent could fit through. You may fly at your standard movement speed.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may spend an Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined. If you would die from Injuries sustained while transformed, you instead live, but the only action you can take is Reforming.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Possession of this Power grants the following Trauma at all times: Of Nature - You have a fascination with nature and its creatures. (Whenever you would see a wild animal, roll Self-Control or be forced to interact with it out of curiosity).
Roland focuses, and Liquid Metal pools in the air in front of him. He then casts it out in front of him, and the metal takes on its new shape and solidifies.
When possible, Roland will pull this metal from the area around him, but even in an area with no metal, Roland’s natural Attunement with the element is so strong he can pull some from within his own spirit.
Roland is a natural born elementalist, a potential ferromancer. He has always had a connection to metal since birth. He discovered this ability at age 11, when Hurricane Katrina hit New Orleans. Roland’s elemental Attunement awakened, and he used its pull combined with his naturally good swimming to create rungs on the wall to climb his way out of his rapidly flooding house.
Exert your Mind and spend an Action. Select a Location within arm's reach.
Select one of the following alterations to create out of Metal originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
Carlyle calls to the slumbering spirits that rest within the ancient weapons he spent so long restoring. Carlyle takes his hands and covers the weapon he desires to restore to its former glory. It takes about a minute for him to awaken the specter that waits for the day that it can rise again. He slides his hand across the blade as the rust, wear, and tear from all the years of lack of use just disappear. The weapon is as powerful and glorious as the day it was forged. For the next hour, it is even more powerful than it was before. But, after this hour, the weapon tries to catch up to this use and ends up in even worse condition than when it was restored.
Exert your Mind and spend a minute to activate. Select a non-Alien Weapons created at least 200 years ago within arm's reach. Cannot be used to improve Armor.
For the next hour, your target receives 2 extra dice to all actions taken with its intended use.
Upgraded items have half their normal weight, for the purposes of encumbrance.
After the Effect ends, any upgraded targets suffer a -2 extra dice dice penalty until they are either repaired or upgraded again.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with Military arms.
+2 dice to all Military arms rolls.
You also gain the following effects:
The user pulls out their phone, tapping a few times and idly scrolling as they nod and attend to the conversation. Even if they follow the conversation and contribute, it is clear that their attention is divided.
The Tea Time App appears on any cell phone that the contractor is currently using. The user must access the app while within 100 feet of the target. This app displays anything the user would perceive as a slight against them committed by the target. It also displays where damning evidence of their crimes can be found, personal weaknesses, as well as their most valued possessions, assets, etc, and where they can be located. All of this information is downloaded to the user's cell phone, and is updated in real time.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up Photo of the target. You must actively and obviously use your cellphone 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 Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
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.
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 Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
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.