Tier 2 Abilities
Steal Name (2 Pool points): You attempt to discern the common, given name of a person or object within short range. You have an asset on tasks involving that person or object for one hour. Alternatively, you can choose to steal the name of a living creature within short range by lifting it directly from the creature’s thoughts. An affected target ceases taking actions for up to one minute as it attempts to recall its name, or for as long as you use your action each round to concentrate on hiding the name from it. If the target is attacked, endangered, or seriously provoked, it stops worrying about its name and acts normally. Action.
Self Aware (3+ Pool points): You know when someone speaks your name somewhere in the Afterworld for the next day, and the general direction and distance to that location, if you succeed on an Intellect task whose difficulty is equal to the level of the speaker. If you apply a level of Effort, you also gain a vision of whoever spoke your name and the speaker’s
surroundings within a short range. Action to initiate.
Divine Combatant: When fighting a seraph or raver, you are trained in attacks and defense. In addition, you can choose one seraph or raver within immediate range to either bolster with your divine attention, which decreases the difficulty of the target’s tasks by one step, or obstruct with your divine disfavor, which increases the difficulty of the target’s tasks by one step. You can bolster or show disfavor on only one target at a time. Enabler.
Call Seraph: A level 3 seraph of your size is summoned from the Aether. It accompanies you and follows your instructions. You and the GM must work out the details of your seraph, though it has the general characteristics of that creature type, including the ability to fly a short distance each round (though as a level 3 creature, not with enough strength to carry you farther than a short distance at a time, such as across small chasms and similar hazards). You’ll probably make rolls for your seraph when it takes actions. A seraph in combat usually doesn’t make separate attacks but helps yours. On your action, if the seraph is next to you, it serves as an asset for one attack you make on your turn. If the seraph is destroyed, it normally reforms over a period of three days from the remnants. If that is prevented from happening, you can call a new seraph after a few days’ worth of casting your mind into the Aether. Each time you gain another tier, your seraph gains another level. Enabler.