The mists begin to raise out of the ground, curling around Elizabeth's legs before spreading out, settling in the area. The fogs intensify, and in a blink, you can only see ahead of your nose.
Elizabeth, one of the mistwalkers, is favoured by them. They never fully block her vision, although it is harder to see.
Spend an Action. You must actively and obviously use a small vial containing the mists of the mist house to activate this Effect.
You create a hemispherical dome of mist and fog originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. While active, you are always fully affected by your zone as if you were standing in it. The area inside your zone is affected in the following ways:
Your zone blends with the environment, seeming to arise naturally from local effects. Observers who roll Perception + Alertness and achieve an Outcome 4 or higher notice that it is unnatural.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: So Many Deaths: Roll self-control or immedately attempt to assist a teammate in danger.
Haze First states the terms of the contract that he is proposing, then opens his brief case and rifles through it for a second and then pulls a contract out of the briefcase. Once all parties have signed the Contract then Haze returns it to his briefcase.
You must actively and obviously use a Contract to activate this Effect.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must Sign the Contract to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
If you are watching the individual using this power, you can see that he is actively holding a magnifying glass in his hand, sometimes bringing it up to his eye, but it seems that even while holding it, it doesn't look like he is doing much with it. You can see the person looking around, even at walls, and still somehow collecting information beyond it.
Exert your Mind and spend an Action to activate. You must actively and obviously use A Magnifying Glass to activate this Effect.
You may perceive things within 50 feet of you as though there were no walls or obstacles blocking your view for the next five minutes. You must maintain Concentration to keep up the effect.
Any Perception rolls made through obstacles are rolled at +1 Difficulty.
Thomas opens the bag and smoke starts pouring out and covering a large area.
Expend a point of Battery and spend an Action.
You create a hemispherical dome of smoke/fog originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in the following ways:
James looks those he wishes to affect in the eye, and speaks in a calm, serene tone. They will then be overcome with a feeling of calm, as Inner Peace spreads throughout their being.
Uses Spiritual Enlightenment
Exert your Mind and spend an Action. Select a Living target within 45 feet. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by Serenity. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Luci's metabology has been changed, altered by Umbra's possession. With it, Luci is able to sustain herself purely using the Well's energy by consuming a medium that closely aligns with its nature. Such comes in the form of ink, which meshes with Luci's fascination with art combined by the inherently shadowy, underworldly, nature of the Well.
Spend an Action. Select a target within arm's reach. You must use up 1 liter of ink in order to activate this Effect.
For the next 24 hours, your target does not require any food, water, or air.
Your target is adapted to their current environment for one hour. While adapted, they do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.
This Gift's Cost is capped at 2 and cannot be increased further.
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 detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is that you keep peeking at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The user places this slip of paper from the mystic against their head, speaks the inscribed phrase, and envisions a time they wished they were alone. the paper bursts into a shockwave that pushes all weak-minded beings away. The repulsion field can be maintained for several seconds by meditating on the nature of solitude.
Spend an Action and use up this paper with mysterious calligraphy. Roll 7 dice Difficulty 6, dice penalties do not apply.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 3 Rounds. Any beings with 6 Mind or less within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival 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 revealed by illuminating the trail in a glowing light and made publicly available.
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.