Daisy's mind is plagued with the possibilities of the near future and possibilities of the past long treaded. Fate, Chance and the existence of her being, this power is more than just the ability to be present in the current plane, but peer beyond.
You gain the following benefits at all times.
Your Perception rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Edgar bites into flesh or bone, typically devouring the heart, tongue, eyes, & brain in the first sitting. Memories flood the ghoul, causing his eyes to flicker - occasionally, these cast-off memories can be coalesced enough to re-create a fragment of the person's personality - this is an unpleasant fate, as the victim essentially becomes a powerless voice in the mind of the ravenous Ghoul for the duration. Only Edgar can hear this personality fragment, though he can converse with it if desired, effectively talking to himself.
Once consumed, the Ghoul can summon up these voices from the past any time thereafter, the memories lying otherwise dormant.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. For dead targets, you must possess their flesh, having eaten a portion of them in the past.
The target can communicate in your language for the next hour.
Communicating with a being cannot directly damage your Mind or cause Injury. All rolls to resist Effects that rely on communicating with you are made at -1 Difficulty.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
You may only use this Effect once per target per day.
Use the power of Vitamin B to enhance your athletic prowess! (Damn Mormon, how’re you preserving cheese in that backpack)
You gain the following benefits at all times.
Your Dexterity rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
Murian pulls out a wooden wand and casts a curse of slumber upon her target. In doing so, she tells them to sleep, waves her wand, and sends out blackened, withered butterflies which flutter out to cover their eyelids. Much like the legend of Sleeping Beauty, this curse can only be broken by true love’s kiss.
Reading through Eisley’s old journal, Murian discovered an old hex passed down through her family for generations.
Exert your Mind and spend an Action. Select a Living target within 30 feet. You must actively and obviously use a wooden wand to activate this Effect. Roll Charisma + Influence at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
If an affected target was already sleeping when you used this Effect, they are put into a deep coma that lasts indefinitely, but they will be awoken from it if True Love’s Kiss.
Her eyes glow pink whenever she uses accessibility like she is in the zone fully focused
You gain the following benefits as long as engaged in combat with slingshot.
You receive +2 dice to all rolls using slingshot. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
Possession of this Power grants the following Battle Scar: her ears are both pointed sharply, and she has glowing pink, tattoos that go from her chest to her shoulder down to her elbow.
Possession of this Power grants the following Trauma at all times: obsession.
You also gain the following effects:
By utilizing both his mind lightly press downwards to receive feedback he is capable of finding things. The wooshing sound is air displacement around the ear, it can easilly be mistaken for wind or a draft of air.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
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.
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.