When communicating your thoughts to someone your eyes glow a slightly as you send a simple one way message.
Spend an Action. Select a target within 300 feet of 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.
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 a slight glow in the eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Zayir looks at you scornfully.
You gain the following benefits at all times.
Your Dexterity rating is increased by 2. 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).
Possession of this Power grants the following Trauma at all times: Narcissistic Personality Disorder.
You also gain the following effects:
Amarjeet prefers the telescoping baton or the striking spur on her cybernetic leg for those times when close combat is necessary.
You gain the following benefits as long as you are engaged in combat with Eskrima Weapons.
+2 dice to all rolls with Eskrima Weapons. You may Defend against firearm attacks from any range using Eskrima Weapons.
You also gain the following effects:
All living thing put of radiation but Eden has come to the consensus that magical creatures have a different kind of flow about them if he focuses on the The peculiarities in their Biological radiation/background radiation And he can get a lay of the land he’s trying to search hence the use of a map he can detect where the peculiarities are And since he’s coming in contact with so many magical creatures, he’s begun the ability to Discern what kind they of creature they are
Exert your Mind and spend one minute. You must use up a 10 mile map of the surrounding area being Surveyed in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You automatically detect all alien creatures within 10 miles of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
Any alien creatures detected while this Effect is active are “marked”. You will continue to detect them until the Effect ends, no matter how far away they move. You will also continue to detect them after the Effect ends, so long as they remain within 10 miles of you.
You receive type/class of creature Fairy, dragon, Wendigo etc…. for each being you detect.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
Amaranth's rubs his shoulder against the target and the scent mark left on the jacket allows him to track them. To him, the trail appears as a golden colored air current guiding him towards the person.
Exert your Mind and spend an Action. Select a target within arm's reach.
Your target is marked with A slight off white slash mark. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
Marked targets leave a trail wherever they go that is visible only to you and those you teach to see it. This trail shows how long ago the target was there and is followable even when they are in a vehicle.
Harry channels the vigilance and resolve of Ilya Muromets, relying not on sight, but on his connection to the world around him. As he exerts his mind and focuses, his heightened senses allow him to perceive the area in ways others cannot. Over the course of a minute, he methodically “feels” the space around him—not physically, but through vibrations, airflow, and the resonance of his surroundings.
Traps and ambushes stand out like discordant vibrations in the otherwise steady rhythm of the area. A faint tension in the air reveals the presence of a tripwire, while subtle shifts in pressure signal hidden dangers or lurking enemies. Concealed doors and secret caches reveal themselves as whispers of drafts through cracks, changes in density underfoot, or the faint scent of something hidden.
Through Ilya’s legacy, Harry’s blindness becomes his strength, transforming the environment into a tapestry of sensations. The area’s secrets unfold, granting him unparalleled awareness of dangers and hidden features. Just as Ilya Muromets stood as a vigilant protector of his land, Harry uncovers and understands what others cannot, guided by the echoes of the world around him.
Exert your Mind and spend 2 Actions. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
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.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.