When this is activated, there is a hazy shimmer. The shimmer condenses into whatever form the user has in mind. The color of the shimmer varies based on the surroundings, usually blending in.
Exert your Mind and spend an Action to activate. Select a target within arm's reach. Choose an illusion to generate, which can be no larger than a briefcase.
The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
Grebber is just so chill that they can understand and talk to dudes who they don't even speak the language of
You gain the following benefits as long as If they're chill with Grebber.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language.
The channeling artifact animates, orienting itself to face the intended target. Luca's flame travels from his core towards the focus in a burst of red light before flowing through the artifact and disappearing, setting the target ablaze.
Exert your Mind (only for extinguishing a fire, no cost for starting one) and 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 one of Luca's flame-wielding artifacts to activate this Effect.
You may start or extinguish a fire as large as a firepit's fire at your target. 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 depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
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 place a hand on the object, gloved or not, and glare into its figurative or literal soul. You may even sniff or lick it depending on how confident you are that it won't kill you right away. Observers to this act may feel a mild to intense discomfort depending on what item it is (pray that it's not someone's clothing, cough cough) but you can insist that this is all for the sake of science.
On testing:
Delphyrion has always wanted to know everything. However, no matter how strong one's background is in chemistry, you'd usually need equipment and time to study an object's composition. Not to mention the amount of harm it could do to the item.
On alien origins:
Whatever it is that they encounter on their contracts, Delphyrion would very much like to know when something is out of this world so they don't have to waste time trying to apply human logic to it. Sometimes a cigar is just a cigar, but sometimes a cigar is very much not a cigar.
On chemistry:
This gift could be groundbreaking, but only if you know what you're looking at. Initially Delphyrion wanted to use it for finding the chemical makeup of an item, though they realize they should already know as long as it's recognizable. Chemistry is all about using what you have, and what's the use of a weapon that you know nothing about?
On questionable acts:
Look, living creatures are born with five senses for a reason. Delphyrion will use all five senses if it means new knowledge can be found. Sure, they've gotten sick from licking stuff for no reason, and they've licked a frozen pole (you can imagine how that went down), but at least now there is a reason to do so. This will do wonders for their immune system.
Spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Intellect + Science at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
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.
Dr. Gunderson since his introduction to the scp 999 genome has expressed increased ability to perform medical trearments and their effects.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You cannot target yourself. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
This Effect is not obvious, and the only sign you are using an Effect is He uses medical supplies. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The user clasps a small amount of dried herbs in their hands ("normal" use 15 g of tobacco) as they turn to dusty ash with no source of heat.
As this happens, surrounding the target small dark green "shards" of smoke like material appear and will strike at the target, piercing through and where the expectation of smoke- that being burns, is completely warped
the wounds of these shards appear to be a result of extreme cold
These shards are NOT made of smoke, rather they are extremely small tears in the metaphysical barrier between dimensions, which creates the "freeze burn" affect from energy rapidly being sucked away from the space it inhabits.
The requirement for dry herbs is a mental aspect only, the user needs a reason to believe they could do this and a fuel source only makes sense instead of the obvious magical nature.
Exert your Mind and spend an Action. Select a target within 50 feet. You must use up Dried Plant Material (E.g. tobacco) in order to activate this Effect. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Intellect + Occult 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.
Any Injury inflicted is considered Unstabilized no matter its Severity. The roll required to Stabilize it is treated as though it is a minimum of Severity 6. These wounds do not heal naturally, though Effects may still be used to heal them.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and 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 can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.