Flicking his thumb on his middle finger, and pressing his thumb to something allows him to set it aflame, or hold a steady fire at the tip of his thumb, which he can extinguish by rubbing his thumb against his pointer finger.
A large scar covers the right side of the gift barers face, and they seem to be missing an eye due to excessive burn damage.
Spend an Action. Select a target within arm's reach which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Severity-4 Injury.
You may start or extinguish a fire as large as a torch's flame at your target. 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 2 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.
You may spend a Free Action on your initiative move a fire as large as a torch's flame that is within arm's reach to another location within arm's reach. You may Exert your Mind to draw a line which a fire up to twice as large as a torch's flame cannot cross.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: One Eye.
Tiny nano bugs emerge from the ring and encircle the hand of the user.
The hand is severed and rapidly transported to the site of the jump once there voxel cubes emerge from it and form the portal.
The stump from the hand bleeds out blue black voxel discharge and blood while forming into the other end of the portal.
Once the user enters the portal they are slowly dissolved into voxels and those bits are transported unseen to the other end of the portal, where the user is reconstituted block by block.
Starting with the inside organs and ending with the clothing.
Finally the hand reattaches to the stump and the portal of voxels falls to the ground discolors into blood.
The first link in what hopes to be a long chain. A single node that will hopefully ensure the creation of more nodes. Making the conceptual reality, Polamedes starts building a chain that he will use to alter the very foundations of this world. Starting small a short hop from point to point.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see “The user is viscerally deconstituted and reconstituted at their entry and exit point.”.
Upon the cap of the injector being removed, the Injector scans the target, highlighting the wound that is most important to be removed. a small toony drawn version of Kanni appears and demonstrates how to inject properly. When injected, purple lines flood the target's body before moving to the wound and replacing any injured flesh with purple nanite's.
The most likely option for the scar would be a disfigured: Obvious nanite infestation.
Spend 1 minute and use up this Auto Injector Full of Self Reproducing Nanite's (unless you succeed on 1d10, Difficulty 7). Select a Living, Animate, or Dead target within arm's reach. Roll 7 dice at Difficulty 6, dice penalties do not apply.
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. Your patient is required to Not be shocked with high voltage electricity for the next month. If they violate this rule, your treatment is immediately reversed.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
Aisen closes her eyes and reverberates in gentle waves. A shadowy figure can almost be seen near her.
Aisen's shadow exerts itself to comfort her.
Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Alertness at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Onlookers feel a staggering sense of unease when seeing this ability used.
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. Select a Living target within arm's reach. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Crafts 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.
Target sees a traumatic memory from their past, or a traumatic memory from the user's past meshed into the targets memories.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically.
If they fail, your target will take 1 point of Mind damage and gain a new Trauma selected by the GM. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within arm's reach. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift's Cost is capped at 2 and cannot be increased further.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.