Averill plants his chair down and gets up on it, swinging his arms up to rile a crowd as he begins flexing and performing some of his signature moves to draw his fans' attention.
Spend an Action to activate. All Sapient, Living targets within 20 feet of you who can perceive you through Sight are affected. You must actively and obviously use A steel chair to activate this Effect. Roll Charisma + Athletics at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, the targets will keep their full attention focused on you for contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you. If they cannot perceive you through Sight for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or enters Combat.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you.
You may end this effect prematurely as a Free Action.
This Gift's Cost is capped at 2 and cannot be increased further.
You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
Aimé has wonderful smell, being able to differentiate between scents easily. As well as this, he has mastered echolocation.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Trauma at all times: Trauma connected to the scent of mint, upon smelling it he will begin to panic..
As Allena puts on the necklace, it changes appearance to mimic that of the Moonshadow Necklace. Spectral strings begin emerging from behind it as they slither up her body and to the back of her head. Aligning with her left eye they suddenly pierce through her head and connect to her eye as her sclera becomes devoid of color and their natural teal turns into a deep blue akin to the oceans.
After the process is complete, the user becomes attuned to the shadows, when going through cracks they meld with the floor and the walls and become a patch of darkness as they slide through. When they reach out their appendages become ghastly and extend as if they're merely made of fog yet still retaining their physicality.
You gain the following benefits at all times. You must actively and obviously be using a necklace to gain the benefits of this Effect.
You are permanently and visibly transformed: Your left eye's sclera is turned pitch black as occassionally dark tendrils wriggle out from under your lids. Your physical form sometimes becomes translucent as the passing light reveals your appendages to be spectral and dark in nature. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1.
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
The Severity of any Injury caused by Light based weapons (Lasers, holy beams etc. excluding Fire) is increased by 2.
Aisen's features darken as if silhouetted by by a harsh light that does not exist. You struggle to perceive her or remember her at all.
Exert your Mind and spend an Action.
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Sometimes, being a chill dude is what gets you through bad situations. I should be that guy.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: I'm a Lover, Not a Fighter: At the start of any armed conflict, roll self-control in order not to immediately take offensive action, and instead start taking a diplomatic approach.
You also gain the following effects:
The psychic fiend chats with their patient about how they are to be upgraded and the conditions that they must adhere to. At the end of the conversation, the fiend takes the patient's hands and says a few words of The Dark Tongue. A jolt of dramatic but harmless hellfire travels from the fiend to the patient, imbuing them with a portion of his power.
Are you an up-and-coming blues player who needs a little something extra to hit it big? Do you need a little outside help to land the perfect date? Do you punches need a little extra. . .punch? You've come to the right place. For the low low price of a favor to be defined later, we can make you better, stronger, faster at whatever you want.
Of course, in a month, you'll need a fresh dose and the favor will be larger but hey, you can't put a price on success, right?
Exert your Mind and spend 30 minutes. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. 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 + Medicine at Difficulty 6. The target may Resist.
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.
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 beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
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.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.