Horatio slips into existence for a second around Grace, clutching a piece of notebook paper in his teeth with care. Disappearing again and bounding through the aether, he brings the message to the target and appears beside them as well before entering their mindscape to deliver. The target gets a mental image of Horatio presenting the note with a cat’s mix of pride and disinterest.
The development of Grace’s mindscape built a home for Horatio. He’s used to making his way in and out of it- ghosts are in some ways merely memories, after all, so where else would he stay?
Spend an Action to activate. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Summons a night-gaunt, an unnerving creature that appears to be a pitch-black, horned, winged humanoid with no face. While not particularly powerful physically, night-gaunts generate no noise when they move, making them well suited for stealth and recon. Oddly enough, they're quite fond of tickling their opponents or victims.
Exert your Mind and spend two Actions performing the following ritual: ring a bell forged of cold iron whilst murmuring a spell of summoning. You must actively and obviously use a small bell forged from cold iron to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Night-Gaunt at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
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.
You may only use this Effect once per day.
Amaranth leans down to the earth, and inhales deeply, before coming up with all the speed he can muster and swinging his hand harshly to the side. Temporal energies swirling from his time piece and into the track in an ethereal grey mist that suffuses itself into the track, and alights the others for Amaranth to follow.
Exert your Mind and spend a minute. Select a Sapient target or a Creature within arm's reach. You may select a target at any range if you use up A track of the target of the target. You must actively and obviously use A timepiece to activate this Effect. At the end of your investigation, roll Brawn + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
..
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
Possession of this Power grants the following Trauma at all times: kk.
Bill pulls a seed out of a seed packet and forcefully shoves it down a creature's throat. The creature becomes unnaturally calm, its eyes glazing over as the seed sprouts out of its skin and Bill takes control of its mind. The visuals of the blooming plant life are dependant on the type of seed Bill uses, in most cases it will be a crop commonly found on farms (i.e. corn, carrots, potatoes, etc.). The physical changes made to the creature are permanent and will persist after Bill's period of command over the creature has expired.
Bill accidentally discovered this power while feeding his chickens the morning after the Graveyard Shift. Where this gift came from, Bill does not know. All he knows is that the first chicken he fed that day was consumed by overgrowth, and obeyed his every command in a zombie-like trance. Where a normal man would run away screaming, Bill smiled, content with the power that he had been gifted.
Exert your Mind (unless you win a coin flip) and spend a Free Action. Select a Non-Alien Creature within arm's reach. You must use up Seed Packets in order to activate this Effect.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a seed shoved down the creature's throat. Shortly after, the plant will bloom within the creature's stomach, which will see small crops/flowers/thorns/vines piercing through the skin. The physical change is permanent, even after the period of control has ended.
The Werecat lets their bestial nature assert itself slightly, allowing them to speak to their fellow beasts unhindered by their mortal self.
You gain the following benefits at all times.
You may understand and communicate to Creatures as if you are fluent in a relevant language.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.