Minerva closes her eyes, and opens her mind for a minute, tracking someone down in the Dreamscape.
Spend a minute. Select a Sapient target within arm's reach. You must actively and obviously use silver fox pendant to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: Weak Stomach.
Possession of this Power grants the following Trauma at all times: Nyctophobia.
You cannot investigate the same target more than once per day.
You gain the following benefits at all times.
Your Perception rating is increased by 0. 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).
You also gain the following effects:
Aira bears a silicon-like skin that envelopes her form, with metallic bones and muscles underneath her skin. Using her higher bodily and mental capacity, her arm glows a dull green as she summons a plethora of psychic constructs that function similarly to the bullets of an assault rifle as they cycle around her right arm before being shot out, just as fast, though not as strong as the real thing.
You gain the following benefits at all times.
You are permanently and visibly transformed: Silicon-like skin. You are considered to be a Sapient, Non-Living Computer when targeted. Your Dexterity is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You may make a +2 Weapon Damage Mental assault (Right arm (Assault rifle (Dex+Firearms))) attack without additional equipment.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by magic is increased by 2.
Xanusham's preternatural perception and alien mind allow it to gaze on extradimensional connections between physical objects and manipulate them at its whim.
Provided it's not preoccupied with trying to eat something.
You gain the following benefits at all times.
You can 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 4 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:
Possession of this Power grants the following Trauma at all times: Eldritch Gourmand: Whenever you come across something Inanimate that seems edible, and which you haven't tried to eat before, you must roll Self-Control to resist trying to put it in your mouth.
Similar to his paralysis induction, Laz extends a hand and emits a cloud of nanites, appearing to normal human vision as dust motes, toward a target. These are more aggressive, however. Upon entering the target's system, they assault the mind, manipulating neurochemical receptors to induce extreme stress and guilt for any harmful actions. If they affect the target strongly enough, a permanent, pervasive aversion to harming others may result.
The doctor has now, against Eliza's advisement, altered this protocol to draw from his own traumatic experiences and intensify the assault. She will attempt to filter, in realtime, any backlash from this, but removing the firewall between the target's experiences and his own has created a chance to plunge the doctor into the same scarring effects his target is feeling.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Intellect+Medicine at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain Pacifism as a Trauma. 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.
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Exert your Mind and spend 15 minutes. This Effect cannot be used unless it is used to create a wild animal. You must actively and obviously use intricately crafted natural charm to activate this Effect.
Choose a specific kind of Object or Creature which could fit inside a large luggage bag (up to 75 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Charisma + Animals to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet 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 take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a fire in a residential fireplace 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 3 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 targetโs 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.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive.
You can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act.