Roots grow from his ear and implant into the ground. The mandrake sees all.
Spend 2 Actions to activate. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a mandrake come from his ring.
This Gift's Cost is capped at 2 and cannot be increased further.
Cassie's phobia of touch combined with his magical condition allows her to force others away.
Exert your Mind and spend an Action or Reaction. Roll Dexterity + Athletics at Difficulty 6. Any Animate targets may resist by rolling Body at Difficulty 7.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next minute. Any Animate targets within the field that failed to resist cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the barrier extends outwards, and it causes excruciating pain to those pushed away by puppeteering their flesh.
Watch as the hands of the timepiece etch a weave of webs onto silk paper: a symbol of mutual agreement; and, most importantly, a snare for yet another helpless victim.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind (unless you win a coin flip) and all participants must accept my business card to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
Steve brandishes his pocket bible and his cross, summoning up his faith and repelling foes with a blast of light and a whiff of saltwater.
Exert your Mind and spend an Action to activate. You must actively and obviously use your holy items to activate this Effect. Roll Intellect + Brawl at Difficulty 6.
Create a repulsion field which extends out 15 feet from you in every direction, and lasts for the next 3 Rounds. Any Animate targets within the field cannot move any closer towards you. If they were within 15 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
Akira can place his hand on the ground, proceeds to breathe in and out once, and “feel” the earth by pressing his hand into the grass. Feeling into the roots and closing his eyes, he could feel the energy and aura of every living being within a 100 feet radius. Even if said beings left in that area a long time ago. Anyone that’s near Akira can can feel a warm, calming glow of energy around him.
Exert your Mind and spend 2 Actions. Investigate an area with a radius of up to 1 mile At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn the following information about the area:
This Effect is not obvious, and the only sign you are using an Effect is his body temperature is degrees warmer than usual.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You cannot investigate the same area more than once per day.
You enter into an almost trance-like state to command any creature within 20 feet. No range limitation when in possession of a token belonging to the target. An exhilarating power, but exhausting!
One night in my cave a wolf arrived that had been in quite the brawl. One ear was barely hanging on by a scrap of fur. I fed the beast and cleaned it's wounds and in return I was able to keep his ear as a token. He is now a wary ally, but I hope we may become dear friends.
Exert your Mind and spend an Action to activate. Select a Creature within 20 feet. You may select a target at any range if you use up Wolf's ear of the target.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. 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.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. Armor is fully effective against this Damage. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
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:
The user places this slip of paper from the mystic against their head, speaks the inscribed phrase, and envisions a time they wished they were alone. the paper bursts into a shockwave that pushes all weak-minded beings away. The repulsion field can be maintained for several seconds by meditating on the nature of solitude.
Spend an Action and use up this paper with mysterious calligraphy. Roll 7 dice Difficulty 6, dice penalties do not apply.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 3 Rounds. Any beings with 6 Mind or less within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
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.
The magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.