It would be rather conceited and grandiose of Luci to label herself as a Master of Shadows, but this evolution in her connection to the Well makes it a close call.
Just like the conspiracy theorists say, the shadows can indeed talk. In fact, they can have quite a lot to say about those that like to hide within them. Luci would know- she's seen them both in and out of The Well. Whether they're all that happy about it is one of many philosophical questions, but the fact of the matter is that they do indeed talk.
Such beings only require a bit of nudging and a sip of her Source in order to spill what they know and act as beacons for Luci. Not only do they point her in the proper direction, but they will also aware her as to what her targets are hiding from or disguising themselves for.
And even without any direct calls to action, Luci's intuition awares her of any restless or uneasy shadows that might have information about nearby scoundrels for her.
The shadows that exist outside of the Well are either only personified by Luci herself or a product of her power. When a shadow points her in a direction, it manifests more as a feeling than an actual shadow getting up pointing in any particular directing.
Think of it more like Luci projecting herself into the surrounding darkness- a process that while not riskless, is certainly fruitful.
Exert your Mind and spend two Actions performing the following ritual: Luci mutters for the shadows to show their hand as she pours her Varnish at her feet. You must use up 6 units of Varnish in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You automatically detect all hidden beings (i.e. actively in hiding or actively conealing their presence) and disguised beings (i.e. actively wearing/using a disguise/facade) within 10 miles of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
If no hidden beings (i.e. actively in hiding or actively conealing their presence) or disguised beings (i.e. actively wearing/using a disguise/facade) targets are within 10 miles of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Any hidden beings (i.e. actively in hiding or actively conealing their presence) and disguised beings (i.e. actively wearing/using a disguise/facade) detected while this Effect is active are “marked”. You will continue to detect them until the Effect ends, no matter how far away they move. You will also continue to detect them after the Effect ends, so long as they remain within 10 miles of you.
You learn basic information about why each detected being is being detected. For example, if you detect Criminals, you may learn how many crimes they have committed and what type.
You receive a detailed silhouette of their body and clothes for each being you detect.
Mama instantly gives the target... The Look. which them a spotlight is shined upon them. If they don't manage to dodge or defend against it, the spotlight flashes as if there are cameras in the area, hurting the target with focused light.
Spend an Action. Select a Living target within 45 feet. You must actively and obviously use Sunglasses to activate this Effect. 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.
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.
This Gift's Cost is capped at 2 and cannot be increased further.
Toropova summons the Manitou in her eye for a favor. The dear headed ghostly apparition and toropova plays a quick hand of poker for old time sakes while it looks the item over. Sometimes toropova gets caught cheating resulting in the enraged spirit breaking the object and leaving.
Spend a minute. Select a target Object within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you completely destroys object.. You must actively and obviously use deck of card's to activate this Effect. At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn all the following information about your target:
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same target more than once per day.
Laxmi begins to glow a bright orange, and as if she were a bundle of dynamite, an explosion destroys the area around her! Of course, there's also the chance that her fuse just fizzles out...
Exert your Mind and spend an Action to activate. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. The area within 20 feet of you immediately and obviously becomes imminently dangerous. Roll Intellect + Brawl at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 20 feet of you with Damage equal to your Outcome + 2. Armor is fully effective against this damage. If you botched the activation roll, you will also take full damage from the blast, otherwise it will not hurt you.
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.
Using his staff as a conduit, he channels his mana, spinning it rapidly. The mana reacts with the air and using it to set a coordinate, luminous turns himself directly into mana and teleports himself to his location
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 100 feet away horizontally or 25 feet away vertically. You must actively and obviously use Soul orb to activate this Effect.
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.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
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.
Possession of this Power grants the following Battle Scar: Weak Stomach.
you have a way with words and are skilled at reading people
You gain the following benefits at all times.
Your Charisma rating is increased by 0. 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:
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's Cost is capped at 2 and cannot be increased further.
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. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.
Your Extra Appendage is incapable of fine object manipulation.
The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. Armor is fully effective against this Damage. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.