POWERS
AUFERO
❝The power to take and bestow energy. Physical contact from the Survivor is required in both uses of this power. Unfortunately, not even the most well-engineered batteries hold their charge forever.❞
GELU
❝The power to create ice. While frozen treats and snow are a seasonal partaking, they are both made from an ever-present element. A true winter is still several months away, even if the Survivor with this power is adequately prepared.❞
GRAVITAS
❝The power to affect the gravity of objects with touch. Perhaps in one of your many night here you have gazed at the moon, wondering what it would be like to be there instead of here. Find a Survivor with this power, and you may not need to wonder any longer. ❞
ILLUSIO
❝The power to create illusions. You may find yourself wondering: is this all an illusion in and of itself? Rest assured that Survivors with this power cannot create an illusion larger than a human being. Tricks of light are just that, and do not hold up upon close scrutiny. ❞
KLADOS
❝The power to create a doppelganger. Two is company, three is a crowd, so perhaps it is a blessing that a Survivor with this power can only duplicate themself once. Copies are never as good as the original, however.❞
LUX
❝The power to hone light into blades. An often heard saying is how striking the sun is, but often it is not meant literally. Of course, light can burn as well as it can illuminate—except for those Survivors who tread this path.❞
SANGUIS
❝The power to manipulate blood into various shapes and forms. A multitude of offensive and defensive capabilities for the Survivor, if not a double-edged one. Blood is still an essential component of life, and what is taken cannot be easily restored.❞
SONUI
❝The power to manipulate sound. Like the mockingbird and common bat, both mimicry and echolocation are not out of reach for Survivors with this power. The primal instincts of all living creatures should not be forgotten.❞

AUFERO
- The user can use the energy on themselves or bestow it onto others. However, they cannot transfer it into inorganic objects.
- When energy is used on a living being, the target can be healed a moderate amount (enough to recover from a serious wound but not a fatal one). However, when excess energy is channelled into a living being, they will start to exhibit symptoms such as fever and disorientation.
- Taking energy from organisms causes them to become drowsy to the point of sleep, progressing to a near comatose like state. For plants and other flora, wilting will occur. Additionally, there will be a frostburn-like welt where the user contacted the organism.
- Taking energy from inorganic objects causes them to lose power.
- All uses of this power require physical contact with the target and must be activated voluntarily.
GRAVITAS
- Can only affect 2 objects at a time.
- Aftereffects are as follows: Inanimate objects -- objects made lighter will fold in on themselves or crumple, and objects made heavier will expand (until it bursts, if applicable) or stretch (until it snaps, if applicable).
Examples:
A sword made lighter will appear crushed/wrinkled.
A book made heavier will "burst" and be torn apart/ripped to shreds.
For people -- those made lighter will be heavier, those made heavier will feel lighter. This penalty will last 12 hours and the magnitude of the after effects will be proportional to the magnitude of the weight change (e.g. someone made to feel 1/2 their weight will feel 2 times heavier as an after effect). [If someone tries to use gravitas to counteract the aftereffects/stack effects, all effects are cancelled and the target gets cracked skin/wrinkles; severity is proportional to the attempted use.]
- Using this power on yourself does not impart any of these penalties.
- Must be in physical contact with the object and the power must be activated voluntarily, but the user does not need to continue touching it to maintain the effect. The effect on the object can be ended prematurely when the user snaps their fingers, but by default the duration of the effect is limited to 30 minutes per use.
GELU
- Requires physical contact with the water source and voluntary activation of power. Moisture from the air is usable, but it would only be enough to create a snowball's worth or a small icicle.
- The maximum volume of ice that can be created is limited to ~80 gallons (bathtub capacity).
- Imparts immunity to hypothermia/chillblains/any other cold weather effects.
- Ice created with this ability has all of the same properties as natural ice and will melt or break accordingly.
ILLUSIO
- The illusion can be anything the user can envision, up to and including invisibility.
- Only 3 illusions may be active at any given time.
- Illusions last up to 1 hour but may be cancelled by the Survivor at any point prior.
- The illusion is only visual in nature, and cannot be dispelled unless cancelled by the Survivor that cast it or its time limit runs out.
- Intent matters in the drawings, so strict artistic ability is not required.
KLADOS
- Doppelganger is limited to 3 basic movements/commands.
Example: Light a fire in the church, talk about favorite foods, and do dishes. The following clip is the best example of what this is like, and it's shortcomings.
- Upon receiving damage the Doppelganger disintegrates into a pile of sludge with similar consistency to paint
- This sludge will be tainted with the colors of the doppelganger, including clothing and blood if applicable.
- Limited to a 3 hour duration per 24 hour period, and a max of 3 summons/unsummons per day
- Summoning requires line of sight.
LUX
- Capable of cutting through objects like a normal blade, but it also burns surfaces that it's in contact with. As the blades glow brightly, they can also be used for illumination.
- Lux users are immune to being burned when they touch the blade, although they can still be cut or stabbed.
- As light, the blades can be reflected, refracted, diffracted or scattered when it hits certain materials or surfaces.
Examples:
- A blade aimed at polished metal armor will reflect off its surface harmlessly.
- A blade aimed through glass can have its trajectory disrupted via refraction.
- A blade aimed through fog will be severely weakened and have its effective range reduced due to scattering effects.
SANGUIS
- Can also provide minor healing (enough to heal a small cut or abrasion) on any Survivor.
- Exsanguination is possible if in contact with a bleeding wound, although the speed of the process will depend on the amount of blood that the user is touching and the location of the wound (e.g. attempting to exsanguinate through a shallow scrape would be slow and the victim would be able to fight back, while a large gash close to an artery would be quicker).
- The user must be in physical contact with liquid blood in order to activate this power, and use of the power must be voluntary.
- Releasing control of the blood will cause it to return to liquid form, and sleeping or falling unconscious will automatically cause control to be released.
SONUI
- The glass container can be of any size, but releasing the sound will instantly cause the container to shatter. Users can also activate this at a distance, but they must be within 5 meters (~16 ft) of the container to do this. The sound will also be released if the container is broken.
- The volume of the released sound can be modified. In addition, the user has the option of having a shockwave accompany the sound, although its strength is proportional to the volume. Shockwaves can be strong enough to shatter glass in the vicinity and push objects like a gale, but will not be enough to incur serious property damage.
- 'Silence' can be recorded into containers to mute the surrounding area (within a 5 meter radius of where it was activated) for 10 minutes.
- Bestows short range echolocation (enough to easily 'see' what's in a room) using ambient sound. This will always be active unless the user wishes to turn it off.