Charlotte takes a deep couple of deep inhales from the nose, almost as if she was smelling something off. At the same time her other senses flair, her eyes widen, her ears twitch, all things that make her completely take in the target, to follow their trail, or to observe them medically by taking in the minute sounds of their heartbeat, the scents of tumors or chemical imbalances, or just to observe signs of potentially infection.
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 something that has been worn or used by the target to the point of having the scent of the target. At the end of your investigation, roll Perception + Animals 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.
You cannot investigate the same target more than once per day.
Studying Cognerous, and where he might possibly live underground, Raz has managed to recreate a rune that the god of knowledge used, in order to boost his own intelligence to the point of being able to figure out any puzzle, given enough time. the rune has now been permanently bonded to Raz, and can't be erased off of his neck
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:
Blessed with an innate practice to heal mundane or severe injuries. Using a power of purity to heal with less of a need of medical instruments. Useful when addressing sources of damage of the supernatural or unholy elements. During the procedure, the user releases an aura that emits from the hands and surrounds the target. Creating an almost sedative but relaxing sensation. Can be placed on the individual or the user having their hands placed together in prayer.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Occult 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.
During the seconds it takes to activate the disguise, Viktor would be tapping around on his phone before taking a picture of himself. And after tapping on his phone a shimmer appears around him before he turns into someone else.
Using an app connected to his phone, he would start to edit himself via a picture of himself before selecting the 'apply' option. which sends a signal to his 'Heart' which starts to glow slightly before a small shimmer around his body as he appear as someone else.
Spend 2 Actions. You must actively and obviously use His Phone 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 cannot alter your clothes. 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 Gift's Cost is capped at 2 and cannot be increased further.
While disguised, you cannot use any Activated or Targeted Powers.
The exterior layers of Kanni's hands click and slide open, a set of fabrication tools stretching out from within, working swiftly, converting energy from Kanni's power-core into a physical form, working to form the creation.
Exert your Mind and spend an Action.
Choose an Object which could fit inside an SUV (up to 4,000 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Brawn + Melee to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
A black wormhole sucks the user and any other people into another dimension where everything is a fractured and distorted version of the world. Travel is accelerated by eight times, and to exit the user spawns in another wormhole from their body that sucks in everyone including the user into the created wormhole and transported back to the original world and to the destination.
Exert your Mind and spend 2 Actions to activate. Select a Location within your line of sight.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
When you Travel, you leave Wormhole as a distinct trail between your starting and end points.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
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.
You may choose to equip any equipment you withdraw at no additional cost.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.