Days missing fingers return, with a slight glow, but appearing transparent and ghostly while using her powers.
Day has always wanted to know magic, and her favorite cantrip is "Mage Hand"
Day used a ritual she had found that required sacrificing fingers to gain the agility to summon mage hands to manipulate the world, as she gets older.
She wants to get more familiar with the magic hands agility, get stronger hands, more hands, more ability to attack and defend, create shields etc
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 4 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 Battle Scar: Day is missing the pinky and middle finger of her left hand and Day is missing the pinky and middle finger of her right hand.
Coriolis can move the objects around, feeling each delicately as if by hand.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and 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 8 in place of your Brawn rating, a Mental Agility of 6 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
You may Exert your Mind and spend an Action to determine the target of all projectiles 75 feet for the next Round.
Possession of this Power grants the following Battle Scar: Paraplegia: The alteration of your nervous system leads parts of your body to not respond.
Possession of this Power grants the following Trauma at all times: Tactile Trauma: You must roll Trauma every time an ally takes a Severity-4 or higher injury.
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 2 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:
Un Revolver aparentemente común con destellos violáceos y un aura de muerte
This Artifact can be used as a handgun. It is roughly the same size as a handgun but can be collapsed into Bullet Ligther and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
The Cat wags it's tail and their hair stands just everso slightly.
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 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
When Selma uses her art, the air feels heavier, as if the world itself pauses to watch. Wounds seal over with a quiet shimmer of sterile, silver-blue light — not like healing, but like editing. It’s not kindness that stops the bleeding; it’s control. Somewhere in the corner of the patient’s eye, Selma’s hand lingers a moment too long, as if memorizing exactly how to undo it.
Selma’s precision is not born of compassion, but of mastery. Every cut she binds, every heartbeat she saves, she does so on a leash she holds tightly in her palm. "Doctor’s Precision" is not a gift freely given — it is a loan, and she alone decides when the debt is called in. Her patients live at her mercy, each stabilization a quiet signature on an invisible contract: I let you walk away... for now.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
As long as you maintain Concentration, you can take Actions and 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 2 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:
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and 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 2 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: