Transmute Gifts (Action Powers)
Template:Action Power Templates
Fetish
Finisher
This power binds a Gifted creature into an object, creating an Item of power. The creature must be willing or bound and you must know its True Name. The creature does not need to breathe, eat, or drink while in a fetish, nor does it age. It is possible to communicate with the creature when holding the fetish. Breaking the object frees the creature. The item gains a number of Item Schticks and Item Limitations equal to the creature's highest skill value -10. What Item Schticks and Item Limitations the item gains depends on the creature bound to the fetish.
Gift Circle
Trigger Action (Combo)
When you are using another power that usually only affects yourself, you can trigger this power to have it affect to your Mind creatures who are touching. If you can form a chain of hands to affect creatures adjacent to other targets. The power will affect everyone in the chain as long as you continue to touch one another (remain adjacent) or until the effect ends normally.
Gift of Blood
Limit Break
You spill some of your blood, either drunk directly by another or into a container to be stored. Blood so stored will not coagulate. This functions as a Gizmo storing one of your powers for use by others. You can only have one Gizmo made by Gift of Blood in existence at any one time. This limit can be extended by taking the power several times. At the end of a story, all the Gizmos you made this way are destroyed unless they become someone's Gimmicks.
Invoke Elements
Limit Break
You call on elemental spirits to transform a place. This makes the place you are in go feral, as if abandoned by all Folk and not maintained for 100 years. Manufactured objects with Body equal or less than your Mind are reduced to dirt and Body equal or less than your Create are ruined and stop working, but keep their basic form. This has no effect on creatures of any kind or the objects they carry.
In a highly artificial area, such as inside a building or a city street, you affect an area with a diameter equal to your Mind and the effect is blocked by walls. In an natural area or an area of only moderate development, such as a field or village, the effect is a radius equal to your Create in meters and is not stopped by walls.
Spirit Binding
Finisher
This power binds a supernatural creature (Supernatural Creature Types (Action)), making it harmless. The creature does not need to breathe, eat, or drink while bound, nor does it age. It can use its powers, but only on voluntary recipients; an unwilling target is automatically immune. It cannot use powers on itself. It is considered to be on a different plane for the purpose of Summon powers, but can only be summoned by a creature holding the binding object. A bound creature turns into a small object relevant to its background. Art objects, gems, clothing, tools, and weapons are common. Powerful creatures become larger and more distinguished objects. The binding object functions as the creature's True Name, this knowledge disappears at the end of a scene unless you retain the object. Spirit Binding can be broken by destroying the object, summoning the creature and then ordering it to be free, or broken like a Curse.
Grant Wish
Limit Break
You can grant a wish from someone who is Folk. Such a wish can grant most material things, including objects and physical powers. The person gives up one Fortune Point that you gain. If this takes over your normal maximum, you must immediately spend the point on a roll for this power. This works like Wish except that you can only grant other's wishes. The wishes need to genuinely be their own and not coerced. If the wish relates to raw physical matter or to powers that deal with bodily changes or the ability to manipulate matter, your Create roll is Confident.
The metaplot behind this power is that ethereal beings have poor imagination. They need the imaginative input from Folk. The person gets their wish granted, but there is a slight cost in that their imagination gets a little bit dulled.