Using his staff as a conduit, he channels his mana, spinning it rapidly. The mana reacts with the air and using it to set a coordinate, luminous turns himself directly into mana and teleports himself to his location
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 100 feet away horizontally or 25 feet away vertically. You must actively and obviously use Staff/shining rod to activate this Effect.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
Possession of this Power grants the following Battle Scar: Weak Stomach.
Dr. Freeman drives his orbitoclast into the eye socket of his patient, and, with two quick sweeping motions, severs the particular connections in the brain responsible for trauma.
This procedure is not without its risks.
Exert your Mind to activate. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you injure the target's brain, causing a Severity 3 Injury and a neurological Battle Scar. Over the course of one minute, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Medicine at Difficulty 6.
If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Your patient is required to not encounter a traumatic event (roll Trauma) for the next month. If they violate this rule, your treatment is immediately reversed.
You may attempt to treat an unwilling patient. They may choose to resist by rolling Mind at Difficulty 7. The nature of their Trauma will still be revealed to you if you treat them successfully, though they may not tell you directly.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you perform a lobotomy.
The final boss lets out an enraged scream that seems to reverberate with hundreds of voices alongside his own, turning the very environment around him ashen and intensely hot.
Exert your Mind and spend an Action.
You create a hemispherical dome of ashy air and molten, rocky ground originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in the following ways:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your eyes turn red as you channel the enraged screams of all those you've wronged.
You may only use this Effect once per day.
A small hole opens in Pol's forearm and wire starts violently being pulled into his skin. It snakes through his body like a scarab burrowing under his dermis. It continues up to his neck where it expels itself into an array of solidified blood into a geometric forest forming a backdrop to Pol's head. Each line dripping in a bloody wreath from behind Pol's head. Between the stalks of the array tiny arcs of electricity crackle and bounce and when two of the antenna are connected by one of these arcs the smell of burning skin and hair are noticeable.
When sending an item Pol's wrist detaches in the same way he uses to digitize things when he stashes them. Then that data is sent along with the message.
Spend an Action. You must actively and obviously use Wire. to activate this Effect.
You may send a single message to all targets which are within a specified range. It cannot be longer or more complex than a couple short sentences.
You must share a common language for your target to understand the message.
You may Exert your Mind to send any physical Object that would fit into a backpack with your message. Takes 1 minute to arrive. Any active traps on the objects are triggered when you attempt to send them, and wards and marks are likewise removed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Wire unspools from Pols wrist and creates and anteana array around his head..
wip
Exert your Mind and spend at least one Action. Select a number of Sapient targets equal to your Charisma within 20 feet. This Effect cannot be used unless you are in your Alternate Form and the command does not involve any form of harm or malice. You must actively and obviously use magical girl paraphernalia to activate this Effect. Communicate a command to your targets. Roll Charisma + Alertness at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action, a conditional request, and an abstract goal. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-endangering or self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
Possession of this Power grants the following Trauma at all times: Help The Innocent.
Freeman spins and slices at his victim, severing limbs in seconds and leaving fully-healed stumps behind. He may also modify the target's body to fail at the most inopportune moment.
Exert your Mind (unless your target is injured) and Spend an Action. Select a Living or Animate target within arm's reach. You may select a target at any range if you use up a body part of the target. Roll Dexterity + Medicine 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."
All alterations you make must remove body parts.
Possession of this Power grants the following Trauma at all times: compulsion to drink spilled blood.
EzFake is an app that appears on any cell phone the influencer holds as long as they are holding it. The influencer need only make a selection and focus their will to project a lifelike forgery into the world in front of them. It may be an object, a creature, or even a specific person, and they can speak and make sounds as well.
The Influencer gets ready to film, and focuses fully on getting a good shot. After all, no video doctoring software can compete with a real life forgery which can be filmed from any number of directions by anyone's camera and appear legitimate.
Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their smell, hearing, and 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 can choose to perceive it or not at will.
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.
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:
You cannot investigate the same area more than once per day.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. 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.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature 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 Perception + Medicine at Difficulty 6. The target may Resist.
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.
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.