Using her fingers, Luciole traces along the target's form in the air. Then, she adds her own... creative adjustments to them. She imagines how she'd erase an eye or a limb, how she'd redraw their features to make them just that bit more uncanny. Her hands move accordingly, and she thinks she's making a masterpiece. The world is her canvas, and you are her latest painting.
On painting:
It's therapeutic! It's calming! Art can be so many things at once yet nothing at all. It's what you make of it. It's what I say it is. You are what I say you are. You're such a perfect little piece of art... but my prof would always say, "Kill your darlings. 'Ruin' your art and learn to let go."
On technique:
Luciole can never forget the contours. She can never forget the contours of everyone she's ever loved, and that's... E V E R Y O N E . It's only natural that it's the first thing she traces of you, and it's the first thing she'll try to sabotage. She has an image of you in her mind that she traces and cuts at, chipping you away like her painstaking sculpture.
On abstract art:
She likes unsettling things - was it not clear before? It's not that she dreams of repainting real humans on the daily, but the thought has crossed her mind before. Now she's free to reinterpret bodies as she pleases - no more bullshit about anatomy and drawing style, this is just real life with a cherry on top.
On the horrible things she could do:
Are you curious enough to peek this far? Well, here's a little secret. Luciole isn't perfect at drawing. No one can be, especially not in three seconds.
Chances are,
- You've been disfigured because she tried to redraw your face and failed miserably. Why is your eye where your mouth is supposed to be?
- You're getting chronic ankle instability because she redrew your legs too thin to support the rest of you.
- You're getting missing fingers because she can't draw fingers.
- You're getting tongueless because she erased it and forgot to put it back.
- You're getting wheezing because she's drawn your neck too thin and there's no space for your airways.
- You're missing a limb because she erased it thinking you wouldn't need it.
- You've got a traumatic brain injury because she sneezed and accidentally drew a dent in your head.
- You've got narcolepsy because she drew Z's everywhere.
- You've been skinned because she erased your outer layer. She's a media artist, she draws with multiple layers.
Spend an Action. Select a Living target within 45 feet. Roll Dexterity + 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:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
All living thing put of radiation but Eden has come to the consensus that magical creatures have a different kind of flow about them if he focuses on the The peculiarities in their Biological radiation/background radiation And he can get a lay of the land he’s trying to search hence the use of a map he can detect where the peculiarities are And since he’s coming in contact with so many magical creatures, he’s begun the ability to Discern what kind they of creature they are
Exert your Mind and spend one minute. You must use up a 10 mile map of the surrounding area being Surveyed in order to activate this Effect. 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.
You automatically detect all alien creatures within 10 miles 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.
Any alien creatures detected while this Effect is active are “marked”. You will continue to detect them until the Effect ends, no matter how far away they move. You will also continue to detect them after the Effect ends, so long as they remain within 10 miles of you.
You receive type/class of creature Fairy, dragon, Wendigo etc…. for each being you detect.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
Sheriff Perkins can, with great focus and mental strain, channel his will and energy to cause objects to move about. The effort of this causes his eyes to take on a faint blue glow.
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 and a Mental Agility of 2 in place of your Dexterity.
Telekinetic actions have the following restrictions and behaviors:
Michael is able to stabilize and heal wounds faster than normal.
You gain the following benefits as long as Must have consumed 1 pint of blood in the last 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each day, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain.
Bu fang looks at what he has cooked recently, feeling the injuries and the mental load, he takes a bite of what he has recently cooked and as he takes a bite, his injuries slowly heal, while the form of the injury is the bite of the meal. Wiping away his perspiration with his neckerchief, to finish the entire act of healing himself with his food while his target is bitten.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. This Effect cannot be used unless The targets are warped form into food. You must actively and obviously use Neckerchief to activate this Effect. When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar. Your target may Resist to cancel the transfer.
You may choose one each of as many things as you like from the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
Kitty's volatile nature prevents zem from being harmed by Effects. Zey are hardy, and even the most powerful magics usually bounce right off.
You gain the following benefits at all times.
You get +8 dice to any Body resistance rolls you make. You also gain the following effects:
Possession of this Power grants the following Battle Scar: Missing Fingers: Triggered the onset of the power, after magical daggers were used to remove fingers as tokens..
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 aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of 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.