Luci's sight was her first gift she received even from before the Contracts. A wandering entity- an Eidolon of the Well- saw something that they wanted from Luci when she was young. But due to some sort of disaster, the process failed and Luci stayed in control while the Eidolon became a prisoner within her.
Over the course of her contracting career, Luci has been able to tap into more of her abilities, but this was the first. Blessed eyes manifested alongside a tattoo that carried over from the Eidolon. With it, the world can seemingly bend to her will. It can slow down when she wants and it can illuminate the world in its barest forms if she so wills.
You gain the following benefits as long as you have your Faded Crosshair Tattoo.
Your Perception rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Paranoia - You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to face your fear..
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
You gain the following benefits at all times.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
An extension and enhancement of Sage's dream based ability to move objects, when she first begins to glide she produces the same tiny trailing wisps as her Telekineses Gift does. They look like something between 3d shadow or unnaturally dense smoke, dissipating almost immediately.
Hovering or slowing a fall do not produce these, just as her Spider Climb Gift doesn't. Possibly staying still or involving motion other than 'telekinesis' doesn't need as much of whatever creates the wisps?
Like her previous gifts, this is not psionic/psychic. It seems magical in origin, and whether it comes from dreams directly is debatable. Thus, she continues to hesitantly use the word 'telekinesis' which is typically used to describe a (pseudo?)scientific movement of matter.
You gain the following benefits at all times.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You are subject to the following effects while gliding:
Minerva begins subconsciously imposing her will on the world around her. Even without focusing, her as long as she's honest, her desire to be believed will make her be believed. Whenever she can hear something, read something... if it's not true, there's a soft... static, to it. She's learned what that means.
When she focuses... every word she says is just the word she has to say, and is taken in the most favourable manner. It's impossible to stay mad at her, or to deny her.
Anyone who sees her attacked feels a subtle reflexive instinct to protect and defend her, even if she isn't in the room. She's trying to learn to intensify that.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. 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).
You also gain the following effects:
Kitty's soul is almost nonexistent in the Ephemera, swallowing up supernatural energy, making, zem resistant to mental attacks.
You gain the following benefits at all times.
You get +4 dice to any Mind resistance rolls you make. You also gain the following effects:
The user points the head of their staff at something, the target begins to emit purple waves of dim light. Without needing to touch or be near things, the user can move objects and creatures with his mind.
You gain the following benefits at all times. You must actively and obviously be using a staff like object to gain the benefits of this Effect.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
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:
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.