Prismatic Reforge harnesses crystal light's infinite potential to break down and reorganize matter, fabricating objects from seemingly nothing. By channeling her vast intellect and source energy, Jessica manipulates reality at a fundamental level. When activated, impossible colors writhe from her fingertips and eyes, forming a corona discharge of swirling hues that break down nearby matter into gathering light particles. These ethereal strands weave through the air, coalescing into the desired object as reality bends to her will. The process is accompanied by an unsettling hum that resonates from everywhere and nowhere. While mesmerizing, crystal light manifestations can be psychologically damaging, inducing seizures, triggering hallucinations, and instilling profound feelings of dread and persecution in witnesses.
Activation of the Radiant Reforge triggers the "Monsters" limit, suffusing the area with an otherworldly, prismatic glow that unsettles the mind and warps perception and reality, evoking the cosmic horror of colors beyond mortal perception: for Jessica's character concept, crystalline light is an independent alien intelligence (Inspired by "The Color of Madness" from Darkest Dungeon, Remiel from "Neon Genesis Evangelion", and "The Colour Out of Space" by H.P. Lovecraft)
Exert your Mind and spend 1 minute.
Choose an Object which could fit inside a Ziploc snack bag (up to 1 liter). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Intellect + Science 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.
You may produce glass with this Effect without Exerting your Mind or making a roll. The amount produced is double your normal maximum volume.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see your eyes glow with unearthly light as your skin ripples with shifting, iridescent patterns. The air distorts around you, causing momentary hallucinations of impossible geometries. Objects appear to melt and reform in ways that defy natural laws, instilling a deep, instinctual dread in observers (triggers "Monsters" - see Extended Description).
The object animates by verbally crafting lines from a story about what the object is destined to do when animated. As if the narrator in a book utilizes exposition to predicate the actions of a given object.
This power is caused by an influx of meta particles that impart a desire to exist on an inanimate object. Only those that speak with absolute confidence and in the correct tonal cadence in the moment of choosing can impart such a desire. This is known as "Causal Diction". Causal, meaning "involving causation or a cause : marked by cause and effect" and Diction, meaning "a choice of words especially with regard to correctness, clearness, or effectiveness". Sometimes, to those who have merely witnessed this phenomenon, it is referred to as "The Voice of All Things". Since it appears as though the user audibly commands life into that which does not possess it. Allowing objects to move and act freely, and thus, granting them a "voice" of their own.
Exert your Mind and an Action. Select a Inanimate target within 20 feet which could fit inside a rolling luggage bag (50 liters).
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can only maintain one animated object at a time.
Animated Objects have the following restrictions and capabilities:
This Effect is not obvious, and the only sign you are using an Effect is Audible Muttering. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
With a little practice, the hero is able to use their dreams to help them store the many precious artifacts given to them by the goddess. After all, it'd be unfortunate if you lost them! As an added bonus, prolonged contact with these artifacts seems to be having strange effects, but surely they're all positive!
Spend an Action to activate.
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 Objects 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.
All of your experiments have gained you... an out-of-body insight, some would say. Your understanding of the world around you has never been so clear, but there's always a sinking feeling that there's something lurking around that corner. Surely it's nothing - you wouldn't notice it anyway.
On alchemy:
Delphyrion's always been interested in transformations beyond the tenets of chemistry. They like to think their relentless research has proven to be fruitful, though there's still much work to be done. Their path has been full of twists and turns and forks but the destination will surely be grand.
On never forget:
Lately, memories of the past have been popping up, one after another...
Fuck.
You gain the following benefits at all times.
Your Intellect rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
A visible bond is shared between user and target as intelligence is pulled by the target, from the user to restore health. This is a clearly visible pulsating stream of light between the 2 and bystanders are drawn to it's calming light.
Many and varied are the healing touches of the world. But none like Wisdom's Embrace. Sometimes, knowing a thing is all that you need to do a thing and healing is no different. Wisdom's Embrace utilizes the user's knowledge as pure energy to perform a sequence of actions that would quickly lead to the result. "Healing" someone is merely circumstance as it is more along the lines of "Repairing what is broken".
Exert your Mind and spend 1 minute. Select a Living or Animate target within arm's reach. You cannot target yourself. 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.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
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.
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.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you are speaking to multiple people and the target is listening.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
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.