Minerva focuses for a moment, and then, between one frame of the universe and the next, her location has changed. She's left in a new location, her pendant glowing softly for several seconds afterwards.
The young girl is able to reflexively decide on her inertia, instinctively making it relative to her landing site. She can do this even without exerting her mind.
Exert your Mind and spend an Action to activate. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. You must actively and obviously use a silver fox pendant to activate this Effect.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll 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.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.
Dottie seems entranced as she puts together a small plate of food, positioning everything quickly but still taking time to ensure it is all just so. She places the meal inside the fridge with the reverence you'd offer a king before stepping inside and seemingly disappearing into a puff of warm, earthy smoke.
Exert your Mind and spend 1 minute. Select a Location within your line of sight , and which is directly adjacent to a Fridge/Cooler/Freezer. You must use up a recently prepared meal in order to activate this Effect. You must be within arm's reach of a Fridge/Cooler/Freezer to activate this Effect.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Kitchen for one minute, you may activate this Effect and travel to the edge of any other Kitchen that you’re aware of, regardless of range.
Immediately on arriving at a new destination, you may spend your next Action to return to the starting location without Exerting your Mind.
When you Travel, you leave a faint puff of frankincense scented smoke as a distinct trail between your starting and end points.
As Zephyren taps on the fire glyph, a flame sparks to life and hovers in the palm of his hand. The fire doesn't touch close enough to his skin to burn, and it grows until Zephyren snaps his fingers.
On fireplace size:
Zephyren imagines a fireplace would be 48" x 36", but he wouldn't know because he's never needed one until coming to Canada.
On fires:
Since when did he like fires so much? He isn't sure; the flickering orange glow just beckons and mesmerizes the longer he looks, and his old friends once pointed out that the reflection turns his irises a bright amber orange from the usual dark brown. If he didn't know better he'd think he was born for this. It'll be his making and his ruin. He knows it. If only he could be immune, but he also wonders if that would cause him to lose any sense of warmth completely. As much as he doesn't mind right now, he gets an inkling he'd regret it soon enough.
On spellcasting:
He only needs to snap his fingers to set someone on fire, but he could also go out of his way to do a little choreography. Recently Zephyren watched ATLA, and he was incredibly inspired by the firebenders, colonialism and genocide aside. The moveset was similar to certain martial arts he had briefly learned, and he's sure that if he started practicing again he could master it someday. For once this is something where Zephyren would consider "looking cool".
On the glyph:
Zephyren has carved it into the amber pendant that Caliose gave him, and he's starting to ink the design onto some of his other belongings too. For now he has a stack of post-it notes in his pocket with the glyph design. He's not the most artistic person he knows, but practically everyone around him has been telling him to draw more, and this is how Zephyren will honour that. In fact, Koriol was the one who helped make the glyph because his older sister had some strange runic books lying around.
Spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). You must actively and obviously use any object with a fire glyph designed by Zephyren to activate this Effect.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The blacksmith pulls out a steel ball/tool, and transforms the steel into a great wall
(If full size of gift 20x5x.5 would weigh 24,500lbs, just for reference)
Exert your Mind and spend an Action. Select a Location within arm's reach. You must use up 2 lbs of Steel in order to activate this Effect.
Select one of the following alterations to create out of Steel 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 three hours 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 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may opt to have your alteration form immediately. If you do, it falls apart in exactly one Round.
Grace conjures her Stake Flames in her small palms and presses them slowly to to the scar. They cleanse as rubbing alcohol would; burning, hissing, but sterilizing. If Grace fails to keep herself calm over the bizarre nature of using her Stake Flames to heal (a confusion that "reopens the wounds"), she comes out of treatment a little worse for wear, and the flames are more painful and a bit less controlled.
Columbus, Ohio: Doctor Murphy and Grace work together to remove the S.I.N. chip from it’s place, wrapped around Guido’s brain stem. Fatal exsanguination and paralysis are major risks, and between Grace’s assistance, all she can think about is how she’ll fix it… she is tired, and worried beyond consolation, and she keeps thinking of the fact that she made a promise.
The surgery was successful, but the stress unlocked something new, and Grace was able to use it later on to fix a scar of her own. The fear of the flames has stopped bothering them in short bursts, but a long minute spent deep in the memory can still be too much for them sometimes.
Exert your Mind and spend a minute. Select a Living target within arm's reach. Make a Trauma roll when you activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal over the course of the next week.
Lightning shoots from your hands with the ability to jump from target to target
Spend an Action. Select a Living target within 45 feet. This Effect cannot be used unless it is used on the nearest target. You must use up Electricity from the surrounding ding area in order to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 8. Armor is fully effective against this damage.
This effect is applied to the target and all targets within 5 feet. It can “jump” up to 5 times.
This Gift's Cost is capped at 2 and cannot be increased further.
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.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
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.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
Spend an Action. 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. This Effect cannot be used unless you are speaking to multiple people and the target is listening.
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 Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials 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 one minute 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 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.