when the target is enthralled , its eyes shine a barely noticeable purple light and obey the command with the open formula "would you kindly.."
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
Possession of this Power grants the following Battle Scar: Tinnitus.
Naturally gods and goddesses are expected to be omniscient. As a digital-goddess-to-be Eun Ha should be as well, she's just...alpha testing it. One of the Divinity OS' more sophisticated features is sapient and creature analysis. For Eun Ha's personal comfort this has been translated into gaming terms and appears in a UI state reflecting this.
In order to meet all requirements for the system to begin analysis there must be some kind of in person interaction with the target to make them a viable subject. This must be personal or through someone with whom she's made a 'temporary minor-contract' to use as a peripheral. For the sake of ease, she refers to these entities as 'Party Members' and this has caused the system to limit how many can be affected in this way to three.
Afterwards by either scanning a photo, registering their appearance via video or digital observation, or simply through a reflection she may begin the analysis process.
She has since figured out a way to even further translate this by creating a script that publishes the information to a special web app she's programmed called the Farside Bestiary Lookup Tool. The app is available for mobile and PC, but works best on Android and Windows.
Spend a minute. Select a Sapient target or a Creature within 20 feet. You may select a target at any range if you use up a one-time Divinity OS manifested QR code from a photo, can see them digitally or through a reflection of the target. This Effect cannot be used unless you or someone 'in your party' (maximum 3) has personally interacted with the target and there is a device near the target operating or, connected to, in some way with the Divinity OS. You must actively and obviously use an electronic device capable of some form of internet or networking to activate this Effect. At the end of your investigation, roll Intellect + Technology at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is manifested above the target as an intangible display name with a debuff marker(s). If mortal there's a tag displaying such under the name. This is automatically published in the Farside Bestiary Lookup Tool as an example for the given target if applicable and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same target more than once per day.
You already knew how to not draw attention to yourself. Now you fade into the background almost entirely. Most people don't notice you unless you want them to, their gaze just skips right over you. Like the blurred backdrop of a photo outside the camera's focus, people will miss what's right in front of them.
You gain the following benefits at all times.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
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. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Battle Scar: Disconcerting: Your unnatural presence puts people at unease. All social rolls are at +1 difficulty.
Rhodes holds up a gloved hand (blue, plastic, sterile) in front of his patient. His brow furrows in concentration, then electricity jumps from his hand to their body. It buzzes hot and uncomfortably where the points of electricity touch, but it's not painful. After a minute of this, Rhodes drops his hand and the electricity stops. He looks pale, exhausted, but it's worth it.
Exert your Mind and spend 1 minute. Select a Living or Animate target within arm's reach. You must actively and obviously use Glove to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target so long as you have fully diagnosed or 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.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Henry's neural implants sync to his suit and present an augmented reality overlay, enhanced by the array of sensors in his suit.
You gain the following benefits at all times. You must actively and obviously be using Stellar Navy Fleet Officer's Uniform to gain the benefits of this Effect.
You are permanently and visibly transformed: augmented eyes. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 2.
For some odd reason, this old man fights like he's a man in his prime. Two sticks, one rested on his shoulder, the other pointed towards the ground. With every good hit, tribal drums sound.
"I learnt this from a man named Dimaculan Bomboclat Fernandez, a Filipino Martial Artist... Or rather, I stole it."
You gain the following benefits as long as you are engaged in combat with Kali Sticks.
+2 dice to all rolls with Kali Sticks. You may Defend against firearm attacks from any range using Kali Sticks.
You also gain the following effects:
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you are speaking to multiple people and the target is listening.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.