Either the target or Nathan dip their implement of choice into the liquid in the container before painting a generous approximation of the visual representation of the Trauma that they wish to seal/release on the receiver.
The chosen Trauma will be sealed/released into the canvas, the target is it painted onto, the drying depiction manifesting into reality, with a ripple.
Exert your Mind and spend an Action. Select two Sapient targets within 80 feet. You must actively and obviously use a crystal dish to activate this Effect. If a target does not consent to the transfer, you must roll Intellect + Occult 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:
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.
Nov. 3, 2024, 5:57 a.m. - Improvement Cost: 3. Added Enhancements: Mind Meld, Everything all at Once
Two beams of light, similar to that used to draw stars together and form constellations, is formed between Matthew and his target, both minds overlapping one another, allowing for seamless conversation.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Terra's interaction with bullets has proven problematic. He has adapted to human weaponry and at the snap of his fingers bullets fizzle into smoke. As well as that Terra also has direct grasp of the soul, giving him the ability to physically interacting with incorporeal entities.
You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +0 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.
You also gain the following effects:
The Archdruid taps his cane silently, becoming just a face in the crowd.
You gain the following benefits as long as you have not harmed a living being in the last 24 hours.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Battle Scar: Leshy Skin - Your skin is bark-like and your hair has flowers growing within. (You are obviously unusual and/or supernatural).
You have contingencies for your contingencies. The MOLL(ⲩ) unit can retain full operating capabilities even after sustaining significant damage to or complete loss of most major components.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Angus' Use of throwing knives has really shown. The once quiet communist librarian is now slinging hot knives in an alternate dimension. He is really starting to like his new found heart, or was it his old heart he lost so long ago? Who cares. The knives are hot to the touch when they fly through the air and sink themselves into the target. The faster he moves the hotter the knives fly.
You gain the following benefits as long as you are engaged in combat with Throwing knives.
+2 dice to all rolls utilizing Throwing knives.
You also gain the following effects:
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie 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 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects: