Lucan dissolves into a floating cloud of dark blood. This cloud then forms the shape of a falcon as Lucan emerges from the cloud as a white gyrfalcon.
Exert your Mind and spend an Action.
You transform into a Gyrfalcon 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 do not have access to any of your 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.
WE5’s built in scanners are able to detect a myriad of beings, namely, humans and robots.
Exert your Mind and spend an Action.
You automatically detect all robots and humans within 50 feet 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.
Polamedes withdraws some small nanobots from inside his body and lets them crawl to the end of his finger and into his eye. They pull his eyelids apart and crawl under and over his eye physically pushing it out of the way and dislodging it slightly as they do, taking measurements while doing so. After a few seconds they start forcing the eye out of the socket. They haul a still connected eyeball to the location of placement spooling out more and more retina wire as the eye is stretched away. Then the eye is sliced and pressed into position while the retinal connection is severed and coiled around the split eye to form a sort of antenna. The trailing retina cable is slowly reeled back into the eye socket before needing to be manually repositioned by placing the finger back into the empty hole and re-growing the eye with more nanomachines. Slowly pulling thin strands from the body and gluing the burgeoning eye back into place.
Spend an Action. Select a target within 10 feet. You must remain within 1000 feet of your ward to access its senses.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
You may communicate through your ward, though doing so will reveal its presence.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Polamedes copies and remove's his eye.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Benoit Lavernge is a practitioner of the magics of voodoo tradition, and one of the most important lessons he learned from this practice is how to speak with the spirits, be they mystical or ancestral.
The Witch Doctor points his cane at the corpse, the ragged wounds in it's side still oozing blood, though no longer fresh enough to truly drip "Now, friend, let's have a little talk"
Exert your Mind and spend an Action to activate. 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 ten minutes.
It's a hobo running at you at insane speeds with a knife in his hands. What do you expect to happen?
You gain the following benefits as long as I am wearing the ring. You must actively and obviously be using a knife to gain the benefits of this Effect.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
The magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult 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:
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."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.