Gulliver summons his strength to pulling the local wind spirits into form around him, pulling them next to his ear. Asking about a goings on in the area. The spirits if he is successful in his procuring and convincing will speak into his ear giving visions and information.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about the area:
This Effect is not obvious, and the only sign you are using an Effect is Gulliver holds his ear up as if listening to something. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Crusader faintly glows yellow.
You gain the following benefits at all times.
You have 2 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
One of the very few benefits afforded to higher-ranking members of Chronocorp PMCs, the adrenal grafting process allows the subject to greatly exceed their body's limits with minimal long-term drawbacks. These grafted glands appear as a biomechanical implant directly over the spinal column.
You gain the following benefits as long as you have your grafted adrenal glands.
Your Brawn rating is increased by 3. 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).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
You focus... breathe... and study the being before you. Are they bleeding, ill, mentally scarred, or just dehydrated? A hundred-thousand thoughts fire over billions of neurons every second from the moment the patient meets your eyes. No medical anomaly is too great, no injured soul too far gone. If they're still breathing, you can fix them. It's in your blood.
After a month of med school, he left the "university" with a PhD. The surgeon studied human medicine, and applied his knowledge of health and science from his own home far, far away. It was a curious thing, their theories and speculations - some broadened his horizons, and others narrowed them. Together, their harmony has allowed for him to do miraculous works with his own two hands.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Sebastian splashes out a waterskin, before he coils up around himself, before expanding rapidly, sending out a wave of dark wave of water all around him, releasing a burst of fae magic and making the area around him become a mimicry of the deepest part of the sea.
the area is as dark as the deep sea, and light has equal difficulty passing through it as it does in the actual deep, those within who are not built to handle the crushing pressure of the deep sea slowly get compressed by the sheer weight of the water around them.
Sebastian, of course, being adapted to this environment, finds it rather comfortable.
Exert your Mind (unless you win a coin flip) and spend an Action. You must use up water skin in order to activate this Effect.
You create a hemispherical dome of Deep Sea originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in the following ways:
You gain the following benefits at all times.
You can 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 2 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:
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. 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 Perception + 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 spoken aloud in conversation and made publicly available.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
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.