Mortimer opens his connection to the grave to see the trail of dead behind his target. In order to establish this connection he must speak to them to open the pathways
Exert your Mind and spend one minute. Select a Sapient target within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is a smuge of black oil from his eye. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You cannot investigate the same target more than once per day.
Tam lets out a breath, and closes her eyes for a moment. When she opens them, her fingers are twitching, making small motions in the air as if she's writing. As she finishes, she's formed, in her mind, a mental map of the surrounding area, and she can visualize what's in it.
Exert your Mind and spend one minute. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You may perceive things through sight within 75 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes.
This Effect is not obvious, and the only sign you are using an Effect is twitching fingers. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.
It has long been the job of the Ferryman to guide souls to their final rest. Through tempests of chaos that is the afterlife, the shining beacon of the Ferryman's lanter has long been a symbol of hope to lost souls, because a ferryman can get you to where you need to go.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Graveyard for one minute, you may activate this Effect and travel to the edge of any other Graveyard that you’re aware of, regardless of range.
When you Travel, you leave Black feathers blowing in the breeze as a distinct trail between your starting and end points.
The user orders themselves and their allies to attack the weak spot of an enemy.
Spend an Action. Select a Animate target within 20 feet. You may select a target at any range if you use up knowledge of the target.
Your target is marked with Doctor's Orders. The mark can be easily removed if it is discovered.
You are aware of the marked target's direction and distance from you. This lasts for an hour, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
Patients that smell the food starts feeling their mind being cleared and their heart relaxing. It smells different to everyone, it smells the most relaxing, it can be tea, to a childhood food, to even soft candle if that's what you like. Upon eating it, the taste is a bit bland but also oddly tasty and it will cause you to reminisce about your most heart warming memory as well as your trauma, sometimes causing you to cry. You reminisce on your goal, on your motivation, and your past, why you are where you are, and it helps push your forward, leaving the trauma behind as a past memory with your new found resolve
Edit: This one is fine, though could use more investment - Suppress & Stabilize would turn this from a B-list self heal to an A-List field Power
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 + Crafts 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.
Your patient is required to must eat atleast 3 meals a day, homecooked, no frozen or premade, for the next month. for the next month. If they violate this rule, your treatment is immediately reversed.
The target looks at the user and see's what the user demands (Such as Greed or Lust). Others may see the user attempting to use his own looks on a target or on them as well.
Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma 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, affected targets 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.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. The target's material Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
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 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.
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.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine 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.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.