Become Phantasmal Now you see me, now you see me slightly less well

2
The power to partially hide from sight.
Used by Gaston Sarn, Created by ilyude.

When the phantom wishes not to be seen, its form becomes phantasmal, taking on a translucent quality and dimming in colour.


Exert your Mind and spend an Action.

You are obscured in one of the following manners. Lasts 30 minutes.

  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Community Power Gifts

Gaea's Blessings comes in many forms. This particular version is intended to allow her chosen champion to feel equally comfortable fighting for her at night as they would in the day. The bearer of this blessing is granted the enhanced senses of an Apex Predator.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

Possession of this Power grants the following Battle Scar: Eyes become permanently yellow and pupils are slitted and reflect the light like a cat. and All hair becomes naturally bright green.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects. Your patient is required to eat and drink nothing but plain bread and water for the next month. If they violate this rule, your treatment is immediately reversed.

  • The patient is aware of this requirement.
  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend an Action. Select a target within 20 feet. You must use up an Arrow in order to activate this Effect.

Your target is marked with a glowing green arrow tattoo. Your mark can be discovered if the target is inspected visually. Removal inflicts a Severity 1 Injury on the target.

You are aware of the marked target's vital status, injuries, direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.

This Gift's Cost is capped at 2 and cannot be increased further.

  • Marked individuals satisfy the line of sight requirement for targeted Effects.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a Human target within arm's reach. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically.

If they fail, your target will take 1 point of Mind damage and gain a new Trauma selected by you (the GM can overrule you at their discretion). This Trauma may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.

Possession of this Power grants the following Battle Scar: a black ring shaped scar around his neck..

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Typically, Preston wears a large amulet inscribed with "Say Preston 3 times to unlock this amulet's power."

You gain the following benefits at all times. You must actively and obviously be using an amulet to gain the benefits of this Effect.

If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state, though you appear dead to any means of detecting life. Your body leaves behind a token. You remain incapacitated until the following ritual is performed with the token: Hold the amulet and say "Preston Preston Preston".

If, while you are unconscious, your wound level rises above your rating in Body + twice your Intellect, or if you take an Injury with Severity greater than twice your rating in Intellect, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

Stock Power Gifts

You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, sleep, and air.

Exert your Mind and spend 1 minute. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.

You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”

Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.

This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend an Action. Select a target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.

For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail.

This Gift's Cost is capped at 2 and cannot be increased further.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a Dead target within arm's reach. Dead targets must have died within the past week, and you must have their remains in your possession.

The target can communicate in your language for the next hour.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits as long as you are engaged in combat with melee ninja weapons.

+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Falling Crane Strike: If you move and then make a successful attack against a target closer than the full distance you could have moved, you may choose to travel the excess movement in a straight line beyond the target.