No matter what sort of magic you believe you wield, no matter how unfathomable you believe it to be, Iryna is starting to understand it. Bit by bit, piece by piece, she knows every energy is at its core touched by radiation, and she must reach out and channel it, let it flow through her and out again, tuning her resonance to it and understanding the energy you command.
Exert your Mind and spend one minute.
You automatically detect all beings invoking alien energy within 300 feet 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.
You receive an energy signature for each being you detect.
All beings invoking alien energy who you can sense are equally able to sense you.
After his interaction with Jack Franco, and Lou's father, Billy can now manifest flaming wings, with some room for error... Soon, he hopes to be able to unleash the full power of the phoenix.
Exert your Mind and spend an Action. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. 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 flaming wings. You require 5 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying.
You are subject to the following effects while gliding or flying:
Patrick has started to get a feeling when something is looking for him. It’s like a sixth sense that tells him when to leave a crime scene. He can hone it further by talking to the fae in the mirrors asking if those around are looking for him.
Exert your Mind and spend two Actions performing the following ritual: Knocks on a mirror twice and says “Mirror Mirror who should I fear”. You must actively and obviously use An object with a reflective surface to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all Those that Have searched for Them and Those that are searching for Them within 1 mile 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.
If no Those that Have searched for Them or Those that are searching for Them targets are within 1 mile of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Even if there are no Those that Have searched for Them or Those that are searching for Them within 1 mile of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
You receive A Glimpse of their Face for each being you detect.
The gnomes come to life
Exert your Mind and spend one minute. This Effect cannot be used unless must have a physical garden gnome.
Summon a single Garden Gnome at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 2 minions active at a time.
The neckerchief, unrolled, is designed to be the perfect size for use as a triangular bandage for first aid. This neckerchief, well seasoned with being near Bu Fang when he was cooking with Squid and cuttlefish, this leads it to developing and taking on the aspects of such creatures. Allowing one to suck on the artifact while using it to wrap around the wound. Within a minute, the scar starts to restore itself...
Edit: Fine support power, needs a better name & flavor as you can & no doubt will be adding it to artifacts that are not neckerchiefs
Exert your Mind and spend a minute. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
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.
Black specs all around David body moves towards the scar and enters the scar eating and filling it up
Exert your Mind and spend ten minutes to activate. Select a Battle Scar on yourself to treat.
The treated Battle Scar will heal over the course of the next week.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet 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.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
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: