As the name suggests, you cannot use non-combat powers in a combat encounter.
| POWER | EFFECT |
|---|---|
| Memory recall | Perfectly remember a memory you personally experienced. The memory can be no longer than an encounter. |
| Belonging | Touching or holding an object, you can discern the name and appearance of the being who owns it, if any. |
| Rewind | Instead of saying the last thing you just said, you can say something roughly equivalent instead. Anyone in range will only remember the replacement. |
| Double boost | Double the applicable Skill boost for one roll. Must be your own or an ally’s Skill – Bonds will not work. |
| Agreement | Select a target. For the remainer of the encounter, they will noticeably agree with what you say as long as it’s not deadly for them or their allies. |
| Don’t wanna say | Select a target. You will know what they least want to say in the current encounter. |
| Rudimentary tracking | Name a target that you know had been through the area in LVL number of days. You know their next destination from your current point. |
| Summon stuff | Summon one mundane (non-Wonderwork) item that you already own from anywhere. It cannot be larger than you are. |
| True emotion | Select a target. Force them to express the emotion they are currently feeling, regardless of how they may be repressing it. |
| Detect useful item | Within line of sight, identify one item that would be useful for your current encounter. You may not know why it’s useful. |
| Password | Select a locked or otherwise barred point of entry/exit. You will know how to get past, even if you may not possess any objects required – only knowledge of where anything needed can be found. |
| Translate | For the encounter, understand, read, speak, and write a language being used. The comprehension lasts only for the encounter. |
| Send wire | Send a brief (1-3 sentences) message to the nearest CORSAIR communication relay. It will accurately identify you as the sender and only target functioning relays (if they exist in your current World). |
| See myself | You can see yourself from the perspective of someone within line of sight. You may switch between this perception and your own for an encounter. |
| Summon drink | Create one serving of your preferred beverage, prepared exactly as you like it. Any containers or trash will vanish when you finish. |
| What scares you | Select a target. You will know what their greatest fear is. |
| Detect threat | Determine if there is a threat within line of sight. You do not have to see the threat, but you will know one is present and the rough direction it’s in. |
| Hide intentions | For the rest of the encounter, no one will be able to discern your true intentions even if they’re able to read your thoughts. |
| Move object | Move an object smaller than yourself telekinetically from one location to another within line of sight. |
| Take a nap | Select a target. They will safely and immediately find a place to take a very refreshing and pleasant nap. |
| Forget me | Select a target. They will forget they saw or interacted with you during an encounter. You must use this power before ending the encounter. |
| It’s a secret | Select a target. They forget that they shared a piece of information with you, believing it to still be a secret. |
| Mental shield | For the encounter, no one is able to read your thoughts, consensually or otherwise. |
| Ventriloquism | Make the sounds of your choice appear from the direction of your choice within line of sight. |
| Detect flaw | Touch or hold an object. You will know any damage, flaws, or irregularities it possesses. |
| I’m someone else | No one within line of sight in your current encounter will recognize you. They’ll remember someone was there, but not you. |
| True value | Select a target. Touch or hold an object. You will know what it’s worth to the target. |
| Attraction | Select a type of physical material and a target. All of that material is pulled towards the target as far as it can go without being destroyed. |
| Repulsion | Select a type of physical material and a target. All of that material is pushed away from the target as far as it can go without being destroyed. |
| Clean up | Clean everything within line of sight. |
| Room with a view | Open a one square rip into an empty dimension with a pleasing appearance. No one can interact with the projection in any way. It does not block anything but can be seen from both sides. |
| Where are you from? | Touch or hold an object. You will know if it was originally from the World you’re currently in and if not, where it was from. |
| Little snack | Summon one serving of what your target mosts wants to eat. Any containers or trash will disappear once it’s consumed. |
| Repair object | Touch or hold a non-Wonderworks, non-weapon object. You can repair it to like new condition. This will not teach you anything about what it does. |
| Monitor | Select a target in line of sight. For LVL number of days, you will know their basic condition and if they take any damage. |
| What is it? | Touch or hold an object. You will know what materials were used to construct it. |
| Telekinetic road | Create LVL number of squares of translucent energy that bridges a gap between two locations. Anyone can use these for the encounter but only allies will be able to see them. |
| Sweet dreams | Select a target. The next time they sleep, they will have extremely pleasant dreams. |
| Let me see | Summon a light source that follows you for the encounter. Only you can see it. |
| Hot or cold | An adjacent space becomes pleasantly warm or cool for the encounter. |
| Wet | Summon a carryable amount of a liquid of your choice. |
| Teeny helpers | Summon tiny, non-sentient fluffballs that can carry very small objects for you for the encounter. |
| Glue | Touch or hold two objects smaller than yourself. You must be able to connect them physically to each other. They will become attached to one another with a constructed level of adhesion. |
| Get lost | Select a target. They become hopelessly lost for the encounter and can only reach their desired destination if someone else assists them. |
| On my tail | For the encounter, you will know if someone or ones is following you. You will not know anything about them. |
| Bird chaos | Summon a flock of birds that would be native to your current World. They will not follow anyone’s directions. |
| Spotlight | Select a space within line of sight. A bright spotlight will illuminate that space for the encounter. |
| Crip crip | Select a target. Change the sound of their footsteps to any sound of your choice for the encounter. |
| You know each other? | Select any two targets within line of sight. You will know any existing relationship between them and the type. Any additional details remain unknown. |
| Dressed for the occasion | For the encounter, your gear and clothing will resemble a contextually appropriate set of gear and clothing. This is an illusion only. |
| Shocking | Select a target or object within line of sight. Anyone or thing that touches the target will get unpleasantly zapped. This won’t cause damage but will be painful. |
| Tonal shift | Touch or select an object. Change its colour. This is permanent. |
| Umbrella | For the encounter, any weather does not touch you or your belongings. You feel temperature, but nothing else. |
| Counterfeit | Touch or hold an object. You will know if it’s an original or a copy. |
| Nonsense | Select a target. For the rest of the encounter, they communicate in gibberish. No one can understand them. |
| Safe passage | You may designate LVL number of squares of dangerous terrain as safe for you and your allies for an encounter. |
| Glow in the dark | For an encounter, you and all allies begin emitting a faint glow that can be seen by each other even through cover. This light is just enough to see a few feet in front of you in total darkness, but cannot be seen by anyone else. |
| Up uP UP | You know which direction is truly or normally up, no matter any temporary fluctuations to the environment. This persists for an encounter. |
| Projection | Select a target. They will begin feeling what you are feeling, though they may not express it. You may choose whether or not to let them know where the feeling is coming from. |
| Soundtrack | A piece of music that you know begins playing around you. You don’t need to perform or sing any of it, but if you don’t have complete recollection of the song, the playback will also have missing parts. You can change the volume, but it can never be loud enough to cause damage or prevent others from communicating. |
| Mirror mirror | By touching a surface, you may make it perfectly reflective for an encounter. This doesn’t change any other properties, materials, or durability of the surface. |
| Shoo | Select a target. Barring aggressive or intrusive actions on their part, animals avoid their presence for an encounter. If the animal is very familiar and/or fond of the target, they can overcome their aversion, but will still be skittish. |
| Buzz | Select a target. You summon a swarm of local flying insects that are attracted to them for an encounter. The insects don’t cause any damage but are very distracting and intrusive. |
| Six degrees | Select a target. You know if you know anyone they’ve ever met and what their impression is of that person. If there are multiple possible connections, you learn the strongest one. |
| Twinkle twinkle | In a square of your choice, you summon a cloud of sparkling glitter. For an encounter, this cloud will obey your directions before fading from existence. |
| Who passed here? | You may change the shape of you and your allies’ footprints for an encounter. This change persists after the effect wears off. |
| Speak | Select a non-hostile animal as your target. For the encounter, you can communicate with that animal as if you share a language. They will likely have information only an animal of their type could glean. |
| Get up there | You may summon a climbing aid that connects two levels of separate verticality. The possible length is LVL number of squares. The aid lasts for an encounter and can be used by you or any of your allies. |
| Air conditioning | Summon a cool, gentle breeze that fills the area within line of sight for an encounter. It’s not very strong; only ruffling light fabric or paper, but it feels very nice. |
| Heard it never | When exposed to a piece of music you’ve never heard before, you suddenly know the entire piece, including any lyrics, and could faithfully reproduce it on a known instrument (assuming you’ve had any training). You will remember this piece forever. |
| Copy paste | Regardless of level of skill, you may reproduce something you’ve seen from memory perfectly using a drawing implement and a viable surface. |
| Bad tingles | Select a target. They feel an uncomfortable sensation of pins and needles somewhere in their body for an encounter. This causes no damage but is very distracting. |
| Hate this | Select a target that is currently eating. The target will immediately despise the taste of whatever it is that they’re eating and refuse to eat more unless forced. This dislike lasts for an encounter. |
| Unusable | An object you can touch or hold appears gross, broken, or very old for an encounter. This is only an illusion; anyone who uses it will be able to. You can determine what the illusion looks like. |
| Not that way | You may make a road or passage look impassable. This is an illusion-only, but but will fool all senses unless someone tries walking through it. |
| Ya dig? | During an encounter, you will be able to understand the context and intended meaning of any slang, code, or vernacular spoken in your vicinity, regardless of the language and your comprehension of it. |
| Encryption | Encrypt a piece of information such that only your chosen target will be able to understand it. You may also remove this encryption any time without using this power again. |
| Emergency exit | Locate the nearest exit that you would be able to fit through from where you are. It may be locked, but it has to be theoretically transversible. |
| Plant person | For an encounter, plants will take no hostile actions against you and will part to let you pass if they are able to do so. |
| Mimicry | Copy the action your target just made perfectly. You can only do this once and do not retain this knowledge. |
| Center | No matter what’s happening to you or around you, you can remain calm and collected for an encounter. You WILL have to process those feelings later. |