Xander's latent psychic ability begins to blossom - items he handles reveal their histories, including the tragic past that haunts them.
Exert your Mind and spend 2 Actions. Select a target Object within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. At the end of your investigation, roll Intellect + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
By extensive study into genetics, you have managed to make your genetics far more flexible allowing you to transform your body a variety of purposes how it looks like depends on the transformation but it's all biological.
Exert your Mind and spend 30 minutes. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
The targeted scar visually casts colorful shadows (that appear to be superimposed on our reality and actively moving) of itself, which all seem to be different iterations of itself. A lot of these seem fae (feathered, covered in fur, slightly shining or even sparkling, golden) and a lot seem eldritch (covered in oil, tentacular or tendril-like, squamous, covered in eyes, insectoid). As the hour passes the original form starts to show up more and more often, until finally it settles in its original healed form.
The one to activate this power reaches into the beyond to gather information about the possibilities of his own form. The perfect form is the originally designed form for this individual, and this information over the course of the casting flows into the very cells of the body, allowing them to regenerate as needed.
Exert your Mind and spend an hour to activate. Select a Battle Scar on yourself to treat.
The treated Battle Scar will heal immediately.
Maybe the enemy isn't yet convinced that you're a substantial threat, or maybe karmatic forces are honoring your commitment to the Golden Rule. Either way, you somehow fare better than the average person when navigating dangerous situations.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Your Armor’s rating is increased by 2. If you Attack, Clash, or initiate a Contested roll, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.
With the light of the candle from the fingertip of the Blue Fire Mage, the candle burns fast and bright and melts in fifteen minutes. As it does the heart of the mage and the recipient alight with blue flame, (but this flame burns in the spiritual realm, not the physical.) The candle itself is purple.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must use up tall purple colored candle in order to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
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. Exhaustion’s penalty and duration stacks with multiple activations.
For just a couple of moments, the changeling focuses and runs her fingers over the areas on their body they are changing, over which a shimmer like a heavy dose of glitter (that mysteriously doesn't get EVERYWHERE) appears over the affected area and is absorbed into the body as it changes to the desired effect.
Exert your Mind (unless you win a coin flip) and spend 2 Actions.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. You may add inhuman features to your disguise. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
Possession of this Power grants the following Trauma at all times: Half-fey (must make a self-control roll to tell a lie or deliberately break a promise).
While disguised, you cannot use any Activated or Targeted Powers.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. 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 hour.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.