Conner using a tattooing gun can from a distance manipulate the tattoos he has placed on people to communicate by tattooing their face on himself while also causing their tattoo to temporarily change into his face causing them to be able to communicate.
Conner’s Perspective (The Caster)
When Conner decides to communicate through his art, he sits before his tattooing station, the dim light casting shadows over his concentrated face. He selects a specific needle, one that vibrates with a subtle hum of magic, its handle worn from use yet fitting perfectly in his grip. As he begins to tattoo his own skin, usually on the forearm or thigh where the flesh is canvas-ready, the gun’s buzz fills the air, a sound that’s become a comforting call to the magic lying dormant within.
Ink flows into his skin, not with the design he traces but forming the face of the person he wishes to communicate with. The image isn’t static; it seems to breathe, the eyes moving slightly, mimicking the life of the person mirrored. This process is intensely personal, a moment where Conner’s focus is absolute, the world fading away until only the connection remains. The sensation is a mix of a gentle electric tingling and the warmth of a shared secret, a physical manifestation of the magic at work.
The Tattooed Individual’s Perspective (The Receiver)
For those marked by Conner, carrying one of his tattoos is a unique honor—or burden, depending on their view of the magical bond it creates. When Conner initiates communication, the tattoo, usually dormant and indistinguishable from any other art, stirs to life. It’s an odd sensation, like a whisper of wind against the skin, not uncomfortable but impossible to ignore.
Suddenly, their tattoo shifts, the familiar design morphing into the unmistakable features of Conner’s face. This transformation might happen on an arm, leg, or even across the back, the image looking back at them with an almost lifelike clarity. There’s no pain, but a peculiar feeling of being watched, of a presence that’s both alien and intimate. Conner’s voice, when it comes, is clear but carries a subtle echo, as if speaking from a great distance or from another realm entirely. It’s a private conversation, heard not with the ears but within the mind, a secret exchange that leaves no trace once the tattoo shifts back to its original form.
This duality of experience, the caster’s focus and ritual contrasted with the receiver’s involuntary but intimate participation, underscores the depth of connection “Speaking Through Your Art” facilitates. It’s a power that bridges distances, carried on the canvas of skin, as ephemeral and profound as the art it employs.
Spend an Action. Select a number of targets up to your Mind rating any distance away from you. You must have specific targets in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless the target must have had a magical tattoo at some point. You must actively and obviously use Tattooing Gun to activate this Effect.
You open up a line of communication to your targets, 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 dagger plunges into the chest of the squirming man. His final cries degrade into bubbling coughs as blood fills his lungs. Ancient words fill the air as the chant reaches its crescendo. The remains of the man fold in on themselves, rearranging into the winged forerunners of The Ones that Came Before. The army grows.
Exert your Mind and spend one minute. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you create an uncontrollable monstrosity that seeks only to feast. You must actively and obviously use a sacrificial dagger to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Summon a single Eldritch Servant 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the tearing of reality and subsequent spawning of the eldritch creature.
You may only use this Effect once per day.
you posses the ability of electroreception similar to that of certain fish however on a much larger scale allowing you to sense electrical fields and neurological activity
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Hezalea's past has brought her into places that no normal human would've been allowed into, all for the "greater good". The exposure has changed her on a fundamental level for better or worse; how could anyone call her a hero now? She can't even be called "human" anymore. Her "blood" coagulates so quickly that her injuries simply look grotesque, as if a Venom-like creature has touched them. Due to this, she has also found herself becoming slightly more flexible than before - that is, her very flesh is less anchored to her form, no longer restricting her ability to fit through smaller spaces.
On toxicity:
Hezalea always used to carry around vials of liquid cancer: chromyl chloride. Koriol was the one who supplied her with it, no questions asked. It looks like blood, just a little more orange in smaller portions, and it fumes enough that people know right away that she means very much harm. The moment they lay eyes on it they usually back away. What does it mean, now that something quite similar flows through her veins? At least she's not planning to maintain any relationship that matters anytime soon.
On the white streak:
No matter what she's tried, she can't get rid of it in any meaningful way. Cutting it off only means it'd grow back with the same pale whiteness, and it's not even porous enough to be dyed before the colour slips away, staining everything else. Maybe it's from the incessant stress of all the situations she throws herself into, but she secretly knows this is just another superficial symptom of something quite sinister underneath.
On choice:
She didn't choose this gift. She was told she'd be getting magic from fulfilling Contracts, but all she got instead was a true manifestation of what was already there. The scientists back then were so intent on achieving this very feat, telling her it'd make her better and stronger and all-powerful. They had an unnatural fixation on replacing one's crimson vitality with something else. All they really wanted was self-satisfaction and bragging rights for attaining divine knowledge, at the cost of her liberty and her life.
You gain the following benefits at all times.
You are permanently and visibly transformed: Streak of ghostly white hair and fuming, pitch-black blood. You are considered to be a Sapient, Non-Living being when targeted..
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You can squeeze through any cracks and passageways a cat would be able to.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
Gaspar can use his djinn form to his advantage.
You gain the following benefits at all times.
You are permanently and visibly transformed: Ifrit. You are considered to be a Sapient, Non-Living being when targeted. Your Charisma is increased by 1.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
Your appendages have 30 feet of reach.
You can squeeze through any cracks and passageways a cat would be able to.
Possession of this Power grants the following Trauma at all times: Hydrophobia.
The spirit of Yoritomo Yoshitsune, the legendary samurai, has partially possessed Leon. After possessing Yoritomo's body in a trial to earn the recognition of the spirit of Japanese Valor, he made the spirit's recognition. Leon has been imparted with significant skill with the long arms he was known for using.
You gain the following benefits as long as you are engaged in combat with Japanese Long Arms.
+2 dice to all rolls with Japanese Long Arms. You may Defend against firearm attacks from any range using Japanese Long Arms.
You also gain the following effects:
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness 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, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
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.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.