Working in many places as a park ranger, Janice has grown to be able to track any smugglers or hunters throughout any sort of environment. Her discerning eyes can keep track of anyone once she spots them, especially with some help.
This ability has been honed throughout years of hunting throughout the night for intruders in deserts and forests. She's not using just physical hints, like footprints, but also patterns of movement from people trying to evade her.
During an outing for work in Roswell, NM, Janice stumbles upon what appears to be a torus with a piece of glass in the middle. On the outside are carved patterns, which don't appear to be any known written language that she knows of. Initially it appeared to give some slight magnification, which didn't seem like much. However, once she used it to keep track of a hunter, it started glowing bright along the patterns.
It worked effectively tracking the simpler hunters and smugglers. However, when she found a trespasser trying to cross the national park boundaries into the army base, they seemed to realize that they were being followed and employed more creative evasive maneuvers, eventually escaping. While it doesn't seem to provide omniscience on a target's trail, it certainly seems close to getting there.
Exert your Mind (unless you win a coin flip) and spend 2 Actions. Select a Sapient target within 20 feet. You must actively and obviously use a monocle to activate this Effect. At the end of your investigation, roll Dexterity + Survival at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
You cannot investigate the same target more than once per day.
Sanvita’s hands begin to smoke, as though his flesh were burning, and he moves his hands over the afflicted body part as though performing stage magic.
Exert your Mind and spend 15 minutes. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Perception + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
You may treat Severity 1 Injuries without making a roll or paying the Exertion cost, so long as they were not self-inflicted as an activation cost for an Effect.
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.
Zoan has a particularly interesting way of augmenting his target, smashing, breaking, ripping flesh and bone, it all comes… surprisingly easy for him? Of course anyone seeing this would be horrified, but Zoan would never experiment on his targets while awake! Surely not…
Spend 30 minutes. Select a Living or Animate 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 Battle Scar and can have exactly one of the following Effects:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Zoan ripping his target apart with supernatural ease, drilling into them and hammering parts onto them.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Compulsion to fix the imperfections of allies (Visual Battlescars; Unfit for current environment/climate).
Jane takes a band-aid out of her first-aid kit, and applies it directly to the wound. The Band-aid then melts and spreads over the damaged area, and either fully or partially restores the victim.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must use up a Band-aid in order to activate this Effect. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + 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.
Joey takes out his cross, holding it in his hand, behind him is a faint figure of some inconceivable figure. The being is clearly watching the deal as it has their arms crossed.
You must actively and obviously use Cross to activate this Effect.
You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must Dapping up to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.
You may revert a penalty for breaking one of your oaths on any participant other than yourself.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
It is obvious to your targets that the oath you are proposing will be supernaturally enforced.
The same terms and penalties must apply to every party in each deal.
Ghosts, deities, the passage of time - whatever is used to describe the 4th dimension, is just a facsimile of the human attempt to place everything into neat little boxes. Delphyrion, in this search for what they cannot perceive, has fallen into some sort of liminal space. What used to be a public figure is just an outline, a symbol of the passage of time as they progress through their life.
Those who try to look at them can barely see this cross-section, eyes glazing over before they could grasp who or what Delphyrion might be.
You gain the following benefits at all times.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: Paranoia: You have a natural distrust of everyone around you, and are always on edge looking for threats.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
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.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.