The classical ability is finally realized. Leon can create a shower of sparks that ignites a nearby object by rubbing two of his tails together. With a swift inhale, he can also devour flames, his body fully realizing its intended role in the dance it meant to play, and now more extraordinary things dare to know themselves, yet.. what could they be?
Exert your Mind 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. 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 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.
Aria takes a handful of ashes out of her Bag of Ashes and closes it around the curved tail of her dragon knife. It will send the power towards her target, causing the target to erupt into flames. This remains until put out by the target or by her own ability.
Spend an Action. Select a target within 300 feet which has both fuel and oxygen available (if you are starting a new fire). You must use up hand full of ashes in order to activate this Effect.
You may start a new fire as large as a firepit's fire at your target. 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 depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
This Gift's Cost is capped at 2 and cannot be increased further.
A dark fluid leaks from Sal’s mouth, or is secreted from his hands. He can bottle it and give to others, but it quickly dissipates outside of his presence.
On drinking or having it touch another, most of that target’s physical needs are frozen in time as the energy of the ouroboros sustains and protects them.
The ouroboros has connected with Sal, giving him the smallest bit of infinity as a liquid he can secrete they conveys the revitalizing and infinite nature of the ouroboros.
This connection was introduced by his adopted Father Sylvester.
This substance will be used by Sal, and be a reagent in most of his future concoctions.
Spend an Action. Select a Animate target within arm's reach.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
All pigeons love, respect and listen to Pombo and whatever they have to say.
Approved by group leader.
Exert your Mind and spend a Free Action to activate. Select a Creature within 20 feet. This Effect cannot be used unless Only works on pigeons and Do a funny dance. You must use up Birdseed in order to activate this Effect.
For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Creatures which are the same species as your target will also be compelled to follow commands that you issue if they are within 20 feet when the command is given.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Rumpere ejects a flurry of pulsating pseudopods towards his prey. They wiggle and dive into their minds and begin to eat away at their mind.
Exert your Mind and spend an Action. Select a Sapient or Creature target within arm's reach. Roll Intellect + Occult Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, your target will take 2 points of Mind Damage and gains two new Traumas of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
these Traumas may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see pseudopods erupt from your face and wriggle into the targets facial orifices.
Whenever the Artifact's owner focuses their attention onto someone whom they wish to impede, the intensity of their eye's beam of lantern-light momentarily increases as it burns open a multitude of watery holes across the illuminated portions of the target. Though this process is nearly painless, it is uncomfortable and rather gruesome to watch. A moment later, an infinitely long, glowing, wispy centipede phantasm appears as it leaves from one of the aforementioned holes and begins entering and exiting every other hole, one by one, restricting the target's movements all the while. If the target is successfully petrified in the process, a thin film of glow-water spreads all over the target's body as well, originating from each of the holes which glisten from within.
Once the bindings are made to disperse - be it through the intent of the Artifact's owner or due to the target breaking free of their own accord - the centipede phantasm dissolves into thin air, and all of the watery holes close up and disappear.
Expend a point of Battery and spend an Action. Select a target within 45 feet. This Effect cannot be used unless you are an abyssal centipede, the target is within your eye's beam of lantern-light and you keep the target at the center of your cone of vision throughout the entirety of the Effect. If line of sight is broken, the Effect ends prematurely. Roll Perception + Alertness at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Mind divided by 2, they are encased and cannot take any physical Actions until they break free.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome equal or greater than the original Contested Outcome.
You may use this Effect as a Reaction to contest any physical Action a target is taking. Excess Outcome does not restrict the target. This interrupts Concentration.
Your bindings affect intangible beings like ghosts.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your eye's beam of lantern-light burn open watery holes across the illuminated portions of the target, through which an infinitely long, glowing, wispy centipede phantasm can be seen entering and exiting as it restricts the target's movements.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and 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 can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar 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 an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.
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.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.