Some New Powers for Strands of Fate

Death-Seer
Sample Aspects: Blood Red Eyes, Walks With Death
Base AP Cost: 3
Activation: Fate Point
Activation Time: Free Action
Affinity: Sensitive
Type Aspects: Magic, Inherent

Medium: Death-Seers are able to see and speak to ghosts as easily as any normal person and have an instinctive ability to tell the living from the dead, even if the ghost in question has been around enough to look like they were in life rather than at the time they died. However, the ghosts due tend to notice being noticed.
Undead are immediately recognizable to a death-seer and usually provoke feelings of disgust, fear, anger or other such things in most death-seers. Corrupted death-seers rarely care.

Spirit Guide: The Death-Seer acts as a consistent focal point at which ghosts can pass on beyond the confines of the mortal world. This cannot be forced, but if the death-seer can persuade or lead the ghost to the point they’re ready to move on, then the passage opens around them. With common ghosts, this takes the form of a social contest using Empathy and Persuasion to gain the ghost’s trust and then help it past its own lingering needs. For more story important ghosts, more roleplaying will be required.
This is the only way to permanently get rid of a ghost. However, while most death-seers see this as the optimal, some few encourage or force ghosts to remain either as their own servants, or even so far as to pushing the dark emotions of a ghost until they become a vengeful, evil wraith.
Either sort of death-seer is likely to have ghosts around them at any given time. Corrupted death-seers keep ghosts serving and dependent on them, normal death-seers might have ghostly friends or even servants (especially if they’re working on an “evil” ghost), but the roster usually changes out as some cross over and new ones come.

Grip of Death: Death-Seers are able to see how close to death a person is. This is usually some years distant, but if there is injury, illness or poison, then that can change. A roll on their Sensitive affinity allows them to identify how much time a person has to live if their current state of health, injury or illness continues. If a person is likely to die within the next twenty-four hours, it stands out to the death-seer.
Immortals stand out immediately, even if they’ve covered up their marks somehow, unless they’ve taken extreme methods to avoid identification, such as inflicting themselves with a very slow-acting lethal curse in order to appear to be mortal to a death-seer.

Death-Cry: If someone dies suddenly and unexpectedly, whether by an accident or violence, a death-seer will be able to feel the event as long as it occurs within a number of zones equal to their Sensitive affinity.

Modifiers:

(+1)Natural Exorcist: The Death-Seer may inflict mental stress on a ghost by making an attack based on their Sensitive Affinity against the ghost’s Willpower. This can be used to drive a ghost out. However, most death-seers avoid this if possible. It’s hard to generate the trust necessary to help a ghost cross over if you’ve previously cleaned its clock.

(+1)Scatter the Soul: A death-seer must already have Natural Exorcist to purchase this. The death-seer may inflict stress on the target ghost and discorporate them temporarily. This is still a temporary solution.

(+1)Ghost-Sealer: The death-seer must already have Scatter the Soul to purchase this.
If the Death-Seer successfully pushes the ghost to defeat, then they can seal the ghost indefinitely. The seal takes a physical aspect dependent on the individual Death-Seer such as black pearls, small statues, paper seals or even drops of their own blood.
A ghost can allow itself to be sealed and the environment of the seal is not necessarily unpleasant, and can even be therapeutic. Gods do this to provide older ghosts a place to rest in between attempts to convince them to pass on.

(+1)Tongue of the Dead: Any death-seer may try to convince a ghost to see things from their end at least temporarily, but some are especially skilled at it. They gain a +2 to any social contest involving the dead.

(+1)Dead Enough: The death-seer may use any of their abilities on disembodied spirits such as those of coma victims or astral projectors. This does not include those who become insubstantial through means of a power. They cannot be crossed over, but they can be sealed if the death-seer has that ability. Sealing a projector or spirit whose body is in a coma will result in the death of the body if the spirit is not freed and returned to the body soon enough.

(+1)Purifier: The death-seer must already have Dead Enough and Natural Exorcist. With this, the death-seer can treat any undead as if it is a ghost possessing a body. This allows the death-seer to attempt to push the spirit out of the animated corpse. This essentially destroys the undead regardless of weaknesses, but leaves a ghost behind.

(+1)Murder Eyes: Due to their perception of death and its approach, the death-seer also has a instinctive perception of how to kill living beings. After spending a Fate point the death-seer gains the ability to make maneuvers with their Sensitive affinity in order to either identify a weakness in a living opponent or to place aspects on them which can be used within that scene.

(+1)Death’s Spring: After spending a Fate point, the death-seer may make a check with their Sensitive affinity in order to not only be able to tell how long a person has to live, but what is most likely to kill them. This grants a +2 bonus on rolls made to treat any identified condition.
For example, looking at a smoker would likely show that the individual would be dying of lung cancer in some years. The smoker is then shot in the arm, smoking will still likely be seen as the cause of death. The smoker is then shot in the chest, and the bullet wound is now the main likely culprit for death. Once the chest wound is healed to the point of no longer being a threat, it’s back to the lung cancer…at least until the shot in the arm develops gangrene.

(+1)Where Death Has Tread: For a Fate point, the death-seer may begin to see the way the people around them have been touched by or dealt with death as per the chart below:


Phenomena Meaning
Glowing Death-Seer
Darkened Corrupted Death-Seer
Red Haze Witnessed Violent Death
Black Haze Witnessed Painful Death
White Haze Witnessed Peaceful Death
Faded Red Splotches Feels Guilty About a Death, but did not themselves cause it
Red Splotches Has Killed, Number of Splotches = Number of Deaths
Black Splotches Has Murdered, Number of Splotches = Number of Murders
Red Breath Has become inured to dealing death.
Black Breath Enjoys dealing death for death’s sake.

For the purposes of this chart, a murder is a death which, at the time was done without need or regret and which the killer enjoyed to a certain extent. Soldiers, spies, professional hit men and the like are less likely to have black splotches. Black splotches develop out of personal situations or individuals such as serial killers.
Red breath might simply be a veteran soldier who saw lots of action and is unlikely to kill for no reason. Black breath means the person kills simply because he enjoys killing or because he can’t help himself.

Prophet
Sample Aspects: What Do You Mean I’m Destined?, Something’s Coming
Base AP Cost: 2
Activation: Fate Point
Activation Time: Free Action
Type Aspects: Touched
Affinity: Sensitive

Prophets are individuals that seem to be destined to lead people either into great times or through terrible ones. People that tend to hang around a Prophet tend to find themselves frequently struck with moments of inspiration that either lead them to great successes. Usually, it is easier to identify a prophet after the fact rather than during their period of activity but even that is more than a little problematic.

Prophets constantly and unconsciously perceive a random distance into the future and share that perception with the people around them. This happens automatically and unconsciously and the outward result is that people near a prophet tend to come upon inspirations that might otherwise have taken them hours or even years to otherwise reach.

In essence, Prophets make the future that they and their friends want more likely to occur by giving them earlier access to skills and ideas that might otherwise not have had until it was too late.

Font of Inspiration: Spend a Fate Point. You are granted a number of Fate Points equal to your Sensitive affinity to freely distribute to any PC or NPC allies within a number of zones equal to half your Sensitive affinity. This is a free action, and these extra Fate Points must be spent during this scene or be wasted.
These Fate Points may not be later given away or traded using other Advantages.

Bringer of Progress: People around a prophet are more likely to learn faster than they otherwise would have. A prophet may choose to donate any experience earned in a single session to one or more of their allies. Once a new session has begun, the remaining experience cannot be donated.

Temporal Distortion: Prophets cause a constant filtering through the timelines which make prediction of what’s to come next to impossible. At a distance, the distortion is easier to compensate for, but the closer an oracle gets to a prophet, the more inaccurate they get. Oracles claim the existence of prophets is the reason that accurate predictions past a few decades is next to impossible. Even a single living prophet tends to stir things up
When someone in the same zone as the prophet attempts to perceive the future have an increase in difficulty around the prophet equal to the prophet’s Sensitive Affinity score. Each zone of distance reduces this penalty by 1.

Modifiers:

(+1)Prophet of Doom: The tendency a prophet has to make their subconscious perceptions come about means that when they’re having a bad day, the world seems to be out to get them. This sometimes leads to the Prophet developing an extremely pessimistic outlook that is naturally catching.
The Prophet gains a +2 bonus to resist positive emotions and induce negative ones.
The Power Aspect must be changed to represent the negative aspect: I Have A Bad Feeling About This, The World Is A Dark And Lonely Place
The character cannot have both Prophet of Hope and Prophet of Doom. To have both positive and negative influences, the character must upgrade to Moods of Destiny below.

(+1)Prophet of Hope: The tendency a prophet has to make their subconscious perceptions come about means that when they’re looking up, the world tends to go in their favor. This sometimes leads to the Prophet developing an extremely positive outlook on things that is naturally catching.
The Prophet gains a +2 bonus to resist negative emotions and induce positive ones.
The Power Aspect must be changed to represent the positive attitude: We Can Do This!, Someone Up There Likes Me
The character cannot have both Prophet of Hope and Prophet of Doom. To have both positive and negative influences, the character must upgrade to Moods of Destiny below.

(+2)Moods of Destiny: This replaces either Prophet of Hope or Prophet of Doom and serves as a general +2 to attempts to resist or induce emotions of any type.
The Power Aspect must be changed to represent the attitude: My Good Days Are Very Good but My Bad Days Are Very Bad; Fortune is Fickle

Self-Hallucination

Sample Aspects: Customizable User-Interface, The Power of Make Believe
Base AP Cost: 2
Activation: Varies
Activation Time: Free Action
Duration: See Below
Type Aspects: Inherent, Magic
Affinity: Sensitive

At its most basic level, this appears to be an extremely active imagination due to the fact that, unless someone is reading their perceptions, only the sensitive themselves is actually aware of the shifts that they are inducing in their perceptions.

Alter Perceived Reality: An individual with Self-Sensory Alteration may alter the way they perceive the world around them. For example, for someone with the ability to alter the sense of taste, they would be able to make hamburgers taste like a milkshake or oatmeal taste like popcorn. Control over scent would allow them to change the smell of roses for the smell of baked rolls. And a person with control over sight might be able to make their significant other look like their favorite movie star.
This way the sensitive may perform maneuvers to tag aspects on objects or people in the scene such as Cat Bell, Smells Like Roses, Trailing Yellow Line or I’m Hearing Different Questions Than the Interrogator Is Asking. These might be used to make the ninja create bell-like sounds everywhere he is for the duration of the scene, tolerate a bad smell that’s distracting or leave a trail that can be used to return to where the sensitive started. The target must be perceptible to when the alteration is made, but afterwards it will follow them for 1 round, plus 1 for the amount of spin gained on the roll.

Modifiers:
(+1) Extra Sense:
May Self-Hallucinate one extra sense for each +1 AP. If the sensitive has this power for more than one sense, they may provoke synsthesia. For instance, than can make purple taste like B-sharp if they can alter sight, sound and taste.

(+1)Persistent Alteration: For a Fate Point the aspect applied by the basic use of this power lasts for a scene. Must be purchased per sense.

(+1)Permanent Alteration: An alteration to a specific sensation can be made permanent. Such as permanently making oatmeal taste like sugar or make a tasteless, odorless, colorless poison bright neon purple or you could hear the word “Uranium” repeated over and over when you’re close enough to Uranium. This cannot be done to specific items or people. Must be purchased per permanent alteration.

(+1)Practiced Visualization:
The sensitive gains a +2 to actions taken in a mindscape because they are far, far, far more practiced at imagining a flexible reality than most other people. CANNOT be purchased per sense.

(+2)Defensive Sensual Overide: If the sensitive is being attacked in their own mindscape, thus meaning the attacker is in contact with their frame of reference, they may override the attacker’s sensual input and use the ability to Alter Perceived Reality on the mind in contact. Said mind does not have the sensitive's awareness of edits made to perception.

(+2)Clairsentience: As per the power with one chosen sense. Yes, you can see if there’s poison gas ahead without exposing yourself to it. However, while this power is active, the sensitive has the persistent aspect Mentally Open(P) meaning that anyone with appropriate powers at the point they’re sensing can make a psychic contact.

(+1)Enhanced Sense: As per the power.

(+2)Filtering: As per X-Ray vision. This allows the sensitive to disregard intervening noise or cover to perceive something. For example, remove the static from a recording, or extra smells away from the smell you’re looking for.

(+1)Notice Edits: The sensitive with this power is always aware of when they’ve made a change to the way they perceive things, but some are also skilled at spotting illusions created by others as well. This grants a +2 bonus to defeat illusions, however, if the roll is only made because of the +2, then the sensitive simply assumes they forgot they changed that and doesn’t realize it’s a foreign illusion.

Dreams
Sample Aspects: Sidhe Dreamcaster, Dreaming Deal Breaker
Base AP Cost: 7
Activation Difficulty: Base Difficulty 1 + Control Modifiers
Activation Time: Simple Action
Type Aspect: Touched
Affinity: Sensitive

This is the power that the sidhe so far believe to be all their own with even only a few of their own members possessing it. Through this power, the sidhe can affect the perceptions of those around them. The dream caster shapes the overall criteria for how they want the target to view reality and then releases the power. Once released, the dreamcaster has no direct control over it. The target’s own mind and expectations will fuel the dream until such time as it fades, meaning that the dreamcaster is never entirely sure what the target will perceive to achieve the desired effect.

Dreamcasters can place a dream upon themselves as well, but once they have done so, they will assume the dream is the reality even thought they placed themselves under it. Some of the most common forms of self-induced dreams are used by the sidhe to catalyze their power into the deals they make. Basically giving themselves an increase in power and focus through sheer belief that such deals increase their power. However, this has nasty effects if deals are ever broken.

Dreams works as Control: Perception with the following restriction.

Dream cannot emulate Self-Hallucination. Self-Hallucination is in all ways a superior and safer way of altering one’s own perceptions of reality.

Modifiers:

Dreaming Deal(+2):
The dreamcaster can draw strength from major, long-lasting deals that they have made with other beings in order to strengthen their Dreams. They gain one aspect related to a major deal requiring ongoing effort, one that has broad ramifications for both the sidhe and the one they made the deal with and may invoke that any time they use Dream. If they break the deal related to the gained aspect, it may no longer be invoked for bonus and can now be compelled for a penalty.

If the deal ever completes and no longer requires effort on the part of the sidhe, they lose the aspect. The aspect may be replaced for free as soon as an appropriate deal is made. Rendering the deal moot also removes it from being a negative should the sidhe break a deal.

Litany of Deals(+1): Requires the Dreaming Deal modifier. The dreamcaster ties their dreams to another deal and gains another aspect. They may only have as many deal aspects as their ranks in Sensitive.

Keeper of Deals(+1): Requires the Dreaming Deal modifier. As long as the dreamcaster follows through on all deals, minor or major, they gain a +1 bonus to uses of Dream. If they ever break any deal, aspected or otherwise, this becomes a -1 penalty. This advantage may be taken twice by Legendary characters and three times by Super Hero characters.

Recovering from deal breaking with this advantage is the same as recovering from a defeated Social consequence.

Forever Binding(+1): Requires the Dreaming Deal and Keeper of Deals modifiers. The duration of any Dream is increased by 1 time increment for free. This may be taken twice by Epic characters and three times by Super-World characters.

If the sidhe breaks a deal, the power of all existing dreams is fractured. Every Deal aspect is instantly compelled to reduce the power of every pre-existing Dream cast by that sidhe which also suffer from the stacking penalty from any levels of the Keeper of Deals modifier. Also, all duration bonuses from this modifier are immediately lost.

Recovering from this deal-breaking will require the sidhe to use XP to buy off each Deal modifier and then use more XP to buy them up again.

Bondless(+2): By essentially making a deal with themselves never to be bound up by a deal the sidhe undermines the power of deal keepers. When involved in a conflict with another dreamcaster, the hostile dreamcaster gains no benefit from any dream modifiers. The power aspect must relate to this and as this is a self-induced Dream, it can be compelled to make you forget deals that you want to keep.