Lunwin opens a book and holds it out in front of himself, the ink shooting out and seeping into the environment. Text begins to crawl out of every rock, brick, and building in the area and flies in to the book, filling up the empty pages and writing. Everything settling into neat, well organized sections that are easy to navigate.
When the book is filled, the contents last until this power is used again. The ink within the book is changed unnaturally and can increase or decrease in apparent volume equivalent to the quantity of text written within it. Additionally, with at least a hundred pages available, the total number of pages can also increase above a hundred or be brought down to it to allow for situations that would require it.
Any book not magically protected from tampering is susceptible to this ability and will be completely transformed from its original state, the contents unrecognizable to how it looked prior.
Spend a minute. Investigate an area with a radius of up to 500 feet You must actively and obviously use a book of at least a hundred pages to activate this Effect. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn the following information about the area:
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same area more than once per day.
With a quiet hum and a subtle rhythm felt more than heard, Cloe channels hidden currents to mend another’s wounds. It leaves her in a state of thought and the beat never plays for herself.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Influence 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. Your patient is required to Isnt allowed to listen to sounds over 180 BPM for the next month. If they violate this rule, your treatment is immediately reversed.
This Effect is not obvious, and the only sign you are using an Effect is listening to music and humming to it. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Enhancing how I move via 'telekinesis' has a lot of potential, so far it's just securing myself to things. Whether I'm walking up a wall, hanging from something with one arm, or simply climbing, this lets me hang on. Much less effort than trying to make myself float, but for now it's still a bit slow.
The only actual SFX (Special eFfeXts? might be an acronym, definitely not an initialism) is the movement itself, which some may believe is just movie trickery.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Looking through a mirrored surface, the reflection shimmers and changes, showing Barry another place, from a perspective very similar to his own.
Exert your Mind and spend an Action. Select a target Location within 75 feet. You must actively and obviously use A Mirrored Surface to activate this Effect.
You may perceive things as if you were standing at that Location for the next 30 minutes. You may move your senses back and forth between your projected location and your real location without prematurely ending the effect. You may only have one projected location active at a time.
Humility is lowering oneself to the level of the beasts. As Margaret’s occult heritage asserts itself, she finds she may converse with animals. Usually this conversation is whispered and private.
You gain the following benefits at all times.
You may understand and communicate to Creatures as if you are fluent in a relevant language.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
Exert your Mind and spend an Action. Select a target within 45 feet. This Effect cannot be used unless Their alternate form is active and they were affected by Don's traumatize. Roll Brawn + Alertness at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be pushed or pulled towards a surface within 45 feet and is restricted at that location by a physical, tangible binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Brawn, they are encased and cannot take any physical Actions other than attempting to escape until they break free.
The target may spend an Action and roll Brawn or Dexterity + Athletics to attempt to break free. They must accumulate a total Outcome equal to or greater than the original Contested Outcome to escape. Damage to the binding from outside sources also contributes.
If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.
You may end this Effect prematurely as a Free Action.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
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.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.