David seems to focus, and around him in the air you can hear audible whispers in the voices of those that have died in this area, directing him towards their corpses.
David has meddled many a time in the realm and affairs of the Dead by now. He has even wrestled with them, tearing into one of their realms. The Dead have begun to call to him. To seek for him to find them. And so, in his ears, they sometimes whisper….
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
(Roll Charisma+Opera)
Molpa focuses her attention on a target and sings a short string of notes that evoke an appropriate emotion.
The frequency of the music can be felt through the whole body of the target as the vibrations coalesce and concentrate around them, whether the selection is a gentle melody, an atonal discordance, or a harmonious, uplifting tune.
Unfortunately, Molpa's already pretentious temperament is pushed to an extreme when she realizes how much more moving her already superb singing has become.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. Roll Charisma + Performance at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. 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.
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur.
Subtle blue glow forming in caster's arms, which is directed at the target. Target of the psyart stops experiencing hunger, thirst, and doesn't needs air.
While it may seem as if this psyart completely negates need of eating, drinking, or breathing, it is more that metabolism is slowed down, but not completely stopped. You still need to eat once in a while, or one might suffer drastic consequences.
Spend an Action to activate. Select a target within arm's reach.
For the next 24 hours, your target does not require any food, water, or air.
This Gift's Cost is capped at 2 and cannot be increased further.
God has chosen Jarrod to be his voice here on earth and has blessed him with a truly angelic voice to do his will with. But to be a good example of being Christ like, he must play the part. Spending most of his life exercising the power of speech, Jarrod has learned how to do many things with his God given talent.
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).
Possession of this Power grants the following Trauma at all times: Pacifist.
You also gain the following effects:
Patrick has gained the silver tounge of old granted to him by the Fae of the forest as they danced around him and changed him from within so much so he changed without.
You gain the following benefits at all times.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.
Lucy is a great sneak, and a better pocket, but sometimes fortune isn’t completely in her favor. In times like these, a daring escape is necessary. Luckily in these situations, things just start to fall, people bump, and disturbances happen around her that allow her to slip through the cracks, all while being able to shout profanities at her chasers.
This Effect activates whenever Lucy is chased. It does not require an Action or Exertion. Select a Animate target within 20 feet. Roll Dexterity + Athletics at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 1 Round. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. All Sapient, Living targets within 50 feet who can perceive you through sight are affected. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, the targets will keep their full attention focused on you for contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you. If they cannot perceive you through sight for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Sapient targets can resist by rolling Mind at Difficulty 6.
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 Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. 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.