Wield Your Powers

When you  wield your powers with precision or grace, roll + Freak. On a hit, choose one. On a 10+, choose two.
 * take hold of something vulnerable to you
 * create something useful from your environment
 * neutralize an opponent or threat, at least for now

Description
Unleashing your powers is trying something you’re not sure you can really pull oﬀ, whereas wielding your powers is doing something with mastery and control, so you get exactly the eﬀect you want.

Just like unleashing your powers, wielding them doesn’t trigger every time you use your abilities; you still have to wield them to a particular eﬀect, and you have to do it with a focus or grace beyond the most ordinary uses of your abilities.

Options
To  take hold of something vulnerable to you, you seize something, physically or metaphorically. You could literally snatch something out of an enemy’s hands with your telekinesis, or you could take control of the genius loci in the Halcyon Park, or you could take hold of your enemies’ fear by putting on a terrifying show of power. You name what you want to take hold of before you make the move, and the GM tells you if it’s vulnerable to you.

To  create something useful from your environment, just name something within your abilities to make, and you do it. This could be anything from “a hole in the wall” to “a living statue” depending on your abilities and the environment around you. It’s always explicitly useful to you,—if you create a living statue, it’ll fight for you or defend you, not cause you trouble.

To  neutralize an opponent or threat, at least for now, name what you hope to neutralize, and so long as it’s within your abilities to do so, that opponent or threat is locked down, incapacitated, or otherwise indisposed. This could be anything from encasing an enemy in ice to shooting a ﬂashbang arrow in their face. It’s always temporary—they’ll recover, given time—but it may give you the opportunity you need to take them down, or to run.