Channeling his mind into the psychosphere his mental self delves into the collective unconscious around his area, feeling the ebb and flow of supernatural energies in addition to the nature of the creatures within it. While within it though his mind touches each of the nearby creatures, from the smallest bug, to the mind's of other people and in doing so he shares a glimpse of their experiences. Though it is unintelligible in terms of information gleaned at this time, the mental shockwaves are devastating in their potential for psychological damage.
Exert your Mind and spend a minute to activate. Investigate an area with a radius of up to 500 feet Make a Trauma roll when you activate this Effect. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
The light within Hope shines brightly in your mind. They are the progeny of the Light, the sacred flame that resides within every living being. You gain an intimate understanding that all creatures that have been born and will ever be born are connected, and gain excruciating awareness of your actions' impact upon sapient others. Your will to hurt those who think and feel as you do drains away.
Exert your Mind and spend an Action. Select a Human target within 20 feet. Roll Charisma + Occult Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If your Contested Outcome is positive, your target takes 1 point of Mind Damage and gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
As Clyde stretches and whatnot, he jumps in place, before launching forward or upwards towards the spot he wants. He also uses this to get down cliffs the fast way whenever he doesn't want to walk.
Exert your Mind and spend two Actions performing the following ritual: Stretching for at least one round, followed by practice jumps, slightly higher every time.. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
A blank photo that gives a slightly eerie feeling. When used, the user tears up the photo while facing the target. At that time, the photo will have the target appear in the photo as its being torn. then the target feel a surge of pain as if the target is suffering from a heart attack.
Spend an Action and use up this a blank photo. Select a Living target within 50 feet. Roll 7 dice Difficulty 6, dice penalties do not apply. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
When you die, you may activate this Effect targeting the person that killed you at any range and without any penalty. Its roll is at -1 Difficulty.
Biting his tongue and then smearing the blood across the chords of the musical instrument, Leon plays the blood soaked strings to evoke a melody that resonates within the essence of the universe. Calling to it's distant will, and in doing so imparting a tangible level of power Leon is incapable of on his own. This essence binds itself to Leon's magic, and then flows into his illusions granting physical form to his illusions.
The art of illusions. To control the senses and manifest something that appears to be real, or to warp the world to create the facsimile of something real. What difference is there truly in such a act from creating? The answers lies in that it is only the degree to which one is able to enforce their will. In divinity, the power to do such becomes more evident every day, and now Leon's illusions are no longer merely as such so long as he is willing to commit his essence to it's creation. Though Leon can't help but ask as he becomes more in tune with this, is this truly what it feels to be divine? Because so much of this seems alien and not of himself.
Exert your Mind (unless you are Sculpting) and spend an Action. Select a Location within arm's reach. This Effect cannot be used unless The illusion that is becoming a material must be made into an exact replica of the illusion. You must use up A katashiro in order to activate this Effect. You must be in an area abundant with Illusions. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Select one of the following alterations to create out of Illusions 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 indefinitely 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 12 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
Anneliese gets an appropriate angle and then takes a picture of the target, once again, flapping the Polaroid photograph into the wind as the information enters her mind
Spend 2 Actions. Select a Sapient target within 20 feet. You must actively and obviously use Polaroid Camera to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. At the end of your investigation, roll Intellect + Investigation at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
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.
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.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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.