Upon eating said food, the consumer body will start to morph and almost mutate. Slowly bending and bubbling until they gain the mutation. The food itself is stored in these qi bubbles and is then shrunken and compressed. Upon squeezing the bubble, the food slowly expands and become a full bowl/dish of the food. The food generally looks extremely appetizing.
bu fang will be strengthening his connection to the Qi in a more unorthodox way. Previously he was cultivating the way of the cardinal beast, the white tiger, red phoenix, golden dragon, and black turtle snake. Which requires a more balanced mindset as one needs to maintain a level qi over it. This allows him to be able to easily take traits of animals and imbued their excess Qi into the very food he cooks.
Now that he has gone through a specific event, his mind is no longer stable. the yang of the 4 cardinal beast, the dragon and phoenix are taking dominance. This lead to his qi becoming significantly more unstable and leads to his ability to condense the meal not as simple anymore. The qi merely disperse as its no longer balance and like all things in this world, it seeks balance.
In exchange for this though, his qi has resonated more with creatures and animals as most of them are beings of yang qi. He can directly manipulate the qi within a creature.
Exert your Mind (unless Creatures tamed by him) and spend 30 minutes to activate. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
By transplanting a body part from another creature, you can grant any Powers intrinsic to that body part to the subject.
The augmentations you provide are not outwardly visible nor obvious.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The flesh warps and bends a little at the hand of bu fang. The image of a large white tiger is seen behind him.
The room is prepared - the bowl set in front, the item to the side. The process must be done outside the presence of light, lest what is happening see the caster.
Minerva opens a wound one one of her arms with one of her claws. Blood, both crimson and silver, but invisible in the darkness, leaks into a bowl. Once it is full, an offering of energy, a portal to the Dreamlands is opened, just for a moment. And a drop of the Chaos Sea is brought into our world. It enters the bowl - not too high, lest it splash. The blood boils, and one must ignore what they hear coming from the blood. It is then poured over the object to be animated, absorbed by it. Chained and shackled within form, making the object just a little bit one of both. Willpower is then applied, and, should one be successful, one may than coax a loyal entity of the Dreamlands into it, to play out its story.
Take a Severity-1 Injury and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). This Effect cannot be used unless the caster is inside of a perfectly dark space. You must actively and obviously use silver fox pendant to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see boiling blood, within which one can feel extremely strong emotions when looking at. Hate, and fear, the oldest emotions, are predominant.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 125 feet away horizontally or 25 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll 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.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
Even if a Sailor were to be on a boat in a rainstorm, they would be able to walk around freely as though they were on solid, stable land
You gain the following benefits at all times.
Your Dexterity rating is increased by 0. 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:
Zephyren finds that he has developed sharper senses, causing him to become more high-strung. It's nearly torturous. His perception of the world is almost inhuman, as if he's adopted the qualities of an animal. A bird, perhaps?
On birds:
Zephyren has an almost abnormal fixation on bird metaphors. He thinks almost exclusively in them sometimes, but of course he wouldn't say it out loud. Sources are unclear on where he got it from, but it may have started from his Chinese given name. After Googling what it meant, he had gone into a deep rabbit hole looking at bird lore. He probably hasn't ever gotten out.
On perception:
He's always been perceptive, more so than others, much to his dismay. In the past he was the first to get bad vibes from a situation and walk away. Some part of him wonders if it's just a difference in opinion, but he knows that it usually isn't just that. The gap has only gotten bigger, and it really doesn't help quell his apathy for people.
On overstimulation:
It has always been a drawback; even having someone raise their voice at him was sometimes enough to send him into a spiral. (Not that the volume of one's voice had much effect, as opposed to the tone or expression.) He would immediately go into fight-or-flight, and every little thing would anger him to no end. He hates it. He knows this is why he doesn't like interacting with people, and he knows it's on him to control, but he would also like to be cut some slack. Every night he can hear the neighbours down the hall doing the devil's dance when no one else can. It's terrible.
On indifference:
Zephyren's solution is to shut himself into his little mindscape, behind layers and layers of disassociation. This is why he may appear quite unaware despite his sharp senses. It's the only way he can escape the noises in his head, as rude as it is to completely ignore people around him. Though, if you came close enough, he'll snap out of it immediately, albeit irritatedly.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Phonophobia: When you hear an unexpected loud noise (such as a police siren passing by) or enter a loud environment, roll Self-Control to avoid entering a fight-or-flight response.
You also gain the following effects:
The target sees Nathan grasps one of the vibrant red threads of fate emanating from his target and, only possible with consent, severs the unbreakable connection. He pulls out another cord from the mirror, visible to all while outside the reflector, stemming from his reflection, and ties the two together.
Connected, the two are tied by fate, always perceptive of the thread and affect each other so much more.
Conditionally Costless:
If the target is partially possessed by a ghost invited by Nathan, he can instead bind his reflection to the damned, skipping the process of pulling the thread into the mirror and instead binding the two within the mirror realm.
Exert your Mind (unless the target possesses one of your Augments) and spend an Action. Select a Animate target within arm's reach. You may select a target at any range if you use up a mirror that the target actively used of the target. You must actively and obviously use a mirror to activate this Effect. The target may Resist.
Your target is marked with a very fine red thread drifting from them, dissipating into nothingness. 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 8 marks active.
You receive +2 dice to any rolls made against a marked target.
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item 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.
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.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
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.