After vanquishing The Spirit, Frank found himself with an uncomfortable calm. It was almost terrifying, the sheer quiet of it all. For once in his miserable life, his mind didn't race. The constant arguments were done away with, all that remained was a lonely feeling and a desire to never be controlled again.
You gain the following benefits at all times.
You get +0 dice to any Mind resistance rolls you make.
Iryna takes the item between her hands, and starts to heat and burn, it being torn apart on a molecular level, and these flames and material are absorbed into her body. Explosions go off between her hands as well, as powerful as ever, but dwarfed in her strength as even nuclear reactions are pulled into her form.
Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within 300 feet no larger than a large luggage bag (75 liters). This Effect cannot be used unless Iryna has consumed a torch-sided or larger flame not created by her pyromancy in the past hour, or any radiation in the past day. Roll Brawn + Athletics Difficulty 6.
If your Outcome is 4 or higher, the target will be fully and completely destroyed, leaving behind no meaningful remains. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
Upon the gift's activation, colorless blurry wisps begin to appear in the vicinity of the target with a steadily-increasing rate. At first, they lazily and laterally rotate around the target - with the rotation's direction being random when it comes to each wisp - but their speeds and sizes grow as more wisps emerge. The wisps turn darker the larger they become.
If the gift is used to replace limbs or organs that are normally visible to observers, upon the gift's successful deactivation all wisps burst into roiling swarms of black, ever-shifting glyphs that quickly convene at the locations of the limbs or organs being replaced and build up inky-black and wispy replacements out of themselves until no more glyphs remain.
If the gift is used to replace limbs or organs that are normally not visible to observers, upon the gift's successful deactivation all wisps coalesce into a single swarm with a red sheen which then flies into the target's body and disappears.
If the gift is used to replace some limbs or organs that are normally visible to observers as well as some limbs or organs that are normally not visible to observers, both finalization behaviors described above happen in direct proportion to how many of each are slated to be replaced. If the gift user is interrupted midway through the process, all existing wisps disappear in unison.
Exert your Mind and spend a minute. Select a Living target within arm's reach. This Effect cannot be used unless you intend to replace missing limbs or organs of the target and, if the target is not yourself, the Confluence of Glyphs approves of the target. Approval requires the target to be bound by the Guile-Cloven Pledge oath. Select up to four Battle Scars on your target to treat.
The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Healing a Battle Scar in this way leaves behind inky-black, wispy, yet perfectly functional replacements of the selected missing limbs or organs on the target which cannot be healed.
Years in the lab have honed your analytical skills! When you have a sample of blood, you can hand it to us and we’ll find them :D
They won’t see anything, but probing their mind without being noticed is quite tough, so we might have to leave without finding anything :<
We'll write it down into your notebook for you too! Oh, don't worry. We won't need a pen, hahaha...
If they are in relatively close proximity, you can always just write your observations. Maybe something will stick out to you!
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. You may select a target at any range if you use up a Blood Sample (either fresh or dry) of the target. You must actively and obviously use a notebook to activate this Effect. At the end of your investigation, roll Intellect + Investigation at Difficulty 6. The target resists by rolling Body at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
Torcher
-You make lil' finger guns at your enemies and fireballs shoot out of 'em!
-snap: snap your fingers, make a flame 🔥
-Flaming Fists- punch flaming fists towards your enemies
-Dragon Type: Your neck starts to glow and you breathe fire
Flamekeep (Flame Control)
Moving fire from one location to another: You extend your arm towards the fire. The fire then leaps from its current location to curl around your arm and redirects itself to whatever direction your extend your arms towards next
Corral Fire: (Mozilla Firefox Firewall): Summon two plasma foxes at either end of the effected area. They meld towards each other to create the boundary fire cannot cross.
You innately understand the fundamental laws of physics in regards to plasma. Your power allows you to take your scientific understanding of the universe and apply it in real time to superheat the matter around you into a plasma state or cool it down until the matter returns to a lower energy state.
Exert your Mind (only for extinguishing a fire, no cost for starting one) and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 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.
You may spend a Free Action on your initiative move a fire as large as a fire in a residential fireplace that is within 20 feet to another location within 20 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a fire in a residential fireplace cannot cross.
Dr Sex blows a kiss outwards creating a growing smokey depiction of a red heart blowing towards his targets. While unnoticeable to those under its effects, when this ability succeeds on a target they seem to have glowing heart shapes emanating from them.
Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying: