Merlin uses his toolbox or any sets of tools appropriate in repairing the item, he will spend great lengths of time concentrating on said repair, before it is finally repaired.
Spend 60 minutes to activate. Select a Object within arm's reach that is of any size. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Dexterity + Crafts at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Penalty ever exceeds 5.
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Spend 2 Actions. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: asdf. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
You cannot investigate the same area more than once per day.
Sergeres saw the story unfold in his mind's eye. It was different. Altered than what was playing out before him. In that moment, reality shifted to match the story and the two became one.
Physical augmentation is just another aspect of the usage of Causal Diction. With enough conviction in the user's mind to make their imagination become reality, the effects can manifest in real time. It is the absolute will of the storyteller to dictate the events to come and their outcomes.
Exert your Mind and spend an Action. 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.
You may end this Effect prematurely as a Free Action.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Nightmares.
Wrangler preps to jump at his location before being pulled aside by some unseen force into a nearby surface or the air, he is forcefully pulled into this, causing his bones to break as if being forced to fit into a extremely tight passageway
Spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. If you have activated this Effect 10 times it the last minute, you must Exert your Mind.
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.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see instead of "teleporting" his body forces itself into any surface/air, as if being pulled in by something. Causing traumatizing sounds of his bones breaking and crunching before reappearing at his intended location.
Isaac is able to communicate to those who don’t have a voice, nor life. When used, his tongue morphs into a long maw belonging to another being of unknown origin, it beckons the undead to awaken so that he may speak with them.
This knowledge of this gift instructed him to perform a ritual involving cutting open his tongue and pouring an unknown black liquid on the wounds.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. For dead targets, you must possess their belonging. 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.
The target can communicate in your language for the next hour.
While active and speaking to a single individual, you may choose to use glib tongue. When you do, anything you say to them (even gibberish) will be exactly what they want to hear. You gain no understanding of what that might be.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see seeing your tongue turn into a green tentacle with a mouth on the end come out of your mouth, and begin speaking in the voice of the deceased.
The user throws a psychic rose either forwards, or towards an ally, projecting a telekinetic barrier between themselves and an attack. These roses are created out of Danny's psychic energies, and as such can't be held or interacted with until this effect is activated. The barrier is light pink, translucent and completely encompasses the target.
Telekinetic barriers work by using psychic waves that naturally occur in living beings, and condenses those into a psychical construct. This can potentially be done with other kinds of constructs, but barriers are the simplest of forms to create due to their simplistic design within the mind.
Spend an Action or Reaction and use up this Psychic Rose. Select a Animate target within 20 feet. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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 50 feet. 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 Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.
The mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.