My pupils fixate on a particular being. All they see is the red in my eyes.
Spend an Action. Select a target within 300 feet. This Effect cannot be used unless user is conscious, is Animate, and target is within range.
Your target is marked with “Gaze”. 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 vital status, injuries, 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.
You receive +2 dice to any rolls made against a marked target.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
The beast shall walk among you, wearing the skin of a man. They shall smile and talk and they shall know their own from their prey, and they shall know their paths, so that they may stalk them themselves.
-- Revelations 41:19
Even if the mud covers the bloodstains, Ally can still smell it on people, and the subtle scent they leave behind.
Spend one minute. Select a Sapient target within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
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.
She Release her soul reflection that have all her hyper senses to explore dangerous or blocked pathways it is formless and and completely intangible
here start the true Journey of truly young astrologer and witch who Start to see worlds nature and oddities for one tho seek knowledge should be ready for the consequences
top of her hat have odd faint glow about it and she will have her eye become more bluish in color
Exert your Mind and spend an Action to activate. This Effect cannot be used unless Her magic hat on aka her astrologist hat minion. You must actively and obviously use Hat to activate this Effect.
You may perceive things within 50 feet of you as though there were no walls or obstacles blocking your view. The effect lasts indefinitely but you must maintain Concentration to keep it up.
Others near you may choose to observe what you are perceiving by touching her hat.
Any Perception rolls made through obstacles are rolled at +1 Difficulty.
You create a visible manifestation at the Location where your senses are projected which looks like Water around her spirit.
The yellow cockatiel takes flight from Luke's shoulder, heeding the command of its master.
Expend a point of Battery and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location for the next 30 minutes. You may move your senses back and forth between your projected location and your real location without prematurely ending the effect. You may only have one projected location active at a time.
Others near you may choose to observe what you are perceiving by Twitch Stream.
While this is active, your senses may travel from their initial Location to explore the surrounding area. They may move at up to 5 x Perception feet per round.
You create a visible manifestation at the Location where your senses are projected which looks like Larceny the Cockatiel.
All targets merge together in an unholy mass that bulges and writhes before splitting back apart with the injuries/damage transferred.
Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. If a target does not consent to the transfer, you must roll Perception+Influence at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer between your two targets:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see All bodies merge together in an unholy mass before splitting back apart.
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.