A very faint, silver, ethereal halo (the jagged kind, not the circle kind) appears around Lanie's head as the client begins to share. Conversely, a very visible black ethereal halo appears around the client's head. As the session progresses, the silver halo becomes increasingly visible and the black one becomes faded. The glow vanishes when the client stops sharing or Lanie stops paying attention to them.
Honing her skills, the dogtor can now navigate the broken mind without the client needing to share anything. She can also repair multiple minds at once at any distance.
Exert your Mind to activate. Select a Living target at any distance, provided you are able to communicate. You cannot target yourself. This Effect cannot be used unless the client, of their own free will and under no magical influences, consents to the details of the Strict Regimen before receiving treatment. 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 + Influence at Difficulty 6.
remove one of the patient's revealed Traumas without incurring any Experience cost.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
You may heal a Trauma on any number of targets with a single activation of this Effect, but any Traumas which you treat are revealed to the entire group.
You may attempt to treat an unwilling patient. They may choose to resist by rolling Mind at Difficulty 7. The nature of their Trauma will still be revealed to you if you treat them successfully, though they may not tell you directly.
As Zephyren taps on the fire glyph, a flame sparks to life and hovers in the palm of his hand. The fire doesn't touch close enough to his skin to burn, and it grows until Zephyren snaps his fingers.
On fireplace size:
Zephyren imagines a fireplace would be 48" x 36", but he wouldn't know because he's never needed one until coming to Canada.
On fires:
Since when did he like fires so much? He isn't sure; the flickering orange glow just beckons and mesmerizes the longer he looks, and his old friends once pointed out that the reflection turns his irises a bright amber orange from the usual dark brown. If he didn't know better he'd think he was born for this. It'll be his making and his ruin. He knows it. If only he could be immune, but he also wonders if that would cause him to lose any sense of warmth completely. As much as he doesn't mind right now, he gets an inkling he'd regret it soon enough.
On spellcasting:
He only needs to snap his fingers to set someone on fire, but he could also go out of his way to do a little choreography. Recently Zephyren watched ATLA, and he was incredibly inspired by the firebenders, colonialism and genocide aside. The moveset was similar to certain martial arts he had briefly learned, and he's sure that if he started practicing again he could master it someday. For once this is something where Zephyren would consider "looking cool".
On the glyph:
Zephyren has carved it into the amber pendant that Caliose gave him, and he's starting to ink the design onto some of his other belongings too. For now he has a stack of post-it notes in his pocket with the glyph design. He's not the most artistic person he knows, but practically everyone around him has been telling him to draw more, and this is how Zephyren will honour that. In fact, Koriol was the one who helped make the glyph because his older sister had some strange runic books lying around.
Spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). You must actively and obviously use any object with a fire glyph designed by Zephyren to activate this Effect.
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
You may spend a Free Action on your initiative move a fire as large as a fire in a residential fireplace that is within 20 feet to another location within 20 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a fire in a residential fireplace cannot cross.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Dragons, naga, fey, and creatures of all types tend to collect and hoard. The problem is knowing about what is in your hoard, what they do, and what other beasts lay claim to your wealth. Now you can intuit that information by spending time with new pieces, studying and examining its exterior and underlying powers.
Exert your Mind and spend a minute to activate. Select a target Object within arm's reach. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
With a dim flash of light, a small circular portal about the size of a hand will appear. Think about those moving barber shop rainbow LED lights, and that's what the outer ring of the portal will look like. The portal will disappear with the same flash of light after an item is taken out.
Spend an Action to activate.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
Minerva's body begins to become a reflection of her mind, more than the other way around. As an act of will, she's able to decide she doesn't need to eat, or breathe, or such. And should it come down to it, she can decide that she's not effected by the world around it, too. For not even heat, nor cold, can say no to her.
She still needs to sleep because sleeping is part of refreshing one's mind more than one's body - or at least that's what she believes, so far.
You gain the following benefits at all times. You must actively and obviously be using fox pendant to gain the benefits of this Effect.
You no longer require any food, water, sleep, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
He’s very strong
You gain the following benefits at all times.
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).
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 arm's reach. 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 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 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. You cannot investigate the same target more than once per hour. 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.
This Effect is not obvious, and the only sign you are using an Effect is that you keep peeking at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects: