God's Tongue Food will solve all your problems~

1
The power to transfer Injuries, Mind, and Source between targets.
Used by Bu Fang, Created by GreenAppll.
(This Effect is obviously Alien when used. When activating this Effect, it is obvious you are interacting with the target. You must actively and obviously be using Neckerchief.)

Bu fang looks at what he has cooked recently, feeling the injuries and the mental load, he takes a bite of what he has recently cooked and as he takes a bite, his injuries slowly heal, while the form of the injury is the bite of the meal. Wiping away his perspiration with his neckerchief, to finish the entire act of healing himself with his food while his target is bitten.


Exert your Mind and spend an Action. Select a Sapient target within arm's reach. This Effect cannot be used unless The targets are warped form into food. You must actively and obviously use Neckerchief to activate this Effect. When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar. Your target may Resist to cancel the transfer.

You may choose one each of as many things as you like from the following to transfer from your target to yourself, or from yourself to them:

  • Up to 3 points of an Attribute. Lasts 2 hours. The giver suffers a penalty of up to -3 dice to all rolls using that Attribute, capped at their rating. The receiver gets the same dice as a bonus to all rolls using the Attribute.
  • Up to two points of Mind damage
  • Three points of Source
  • A single Injury and any Battle Scars it caused
This Effect cannot be used again on the same target for the next day.

Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.

  • Transferred Attribute ratings do NOT affect Body or Mind scores but DO affect Body and Mind rolls if a relevant Attribute has been drained, as well as encumbrance, movement, and other mechanics related to the Attribute in question. Dice bonuses and penalties from multiple activations do not stack.
  • Does not apply to transfers made through the Forced Exchange enhancement.
  • 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.

Community Power Gifts

Its a lil weird, but Crossbows can either be tied to Firearm Mastery or Archery Mastery, since they are affected by both (+2 to Firearm rolls, and +2 to rolls with Crossbows) - and I'd rather have it tied to Firearm Mastery when it comes to this character

I don't plan on abusing this for any stupid stuff like taking both Gifts to get +4 to rolls (pretty sure that wouldn't work anyway), I'm picking flavour over actual mechanical strength. I think it'd make more sense for my character to know how to use crossbows and guns rather than crossbows and bows (and since Archery Mastery gets the Quick Fingers enhancement for free, I'm actually missing out on a Gift point to do this)

You gain the following benefits as long as engaged in combat with crossbows.

You receive +2 dice to all rolls using crossbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Pincushion: Any attack or Effect activation roll against a target that already has one of your projectiles stuck into them is rolled at -1 Difficulty.

Exert your Mind and spend 30 minutes to activate. You may only target yourself. The target can easily Resist.

You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

  • Specialized: You receive +2 dice to a particular non-combat Action.
  • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
  • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
  • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
  • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
  • Zippy: Your Free Movement is increased by 10 feet.
  • Maws and Claws: Your unarmed attacks do +2 Weapon Damage instead of -1.

You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.

Your alteration "heals" over the course of the next month, after which it is fully cured.

  • Even with Willful End, Full Polymorphs take a day to revert.
  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • 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.

Minerva's will begins to manifest further. More than just influencing people, more than just influencing herself, her will begins to spill over onto the world itself.

She started with small changes the first night, exploring the spark that had formed in her. The next night, she had fur. She could feel her bones grind, her jaw cracking as it turned into a maw, her flesh stretch as a tail burst out. She collapsed, crying. But they were tears of happiness, for in this first moment, all was right in the world. She slept like that, the first time she did it. It was restful sleep. She sleeps like that whenever she can now.

She's realized that her clothes are merely an extension of herself - and as such, she can mutate them just as much.

///
Meta: Minerva's mutation is more than just bone deep, and a large part of her transformation is instinctive and subconscious. When she gives herself fur, she's also instinctively messing with her own neurochemistry. She experiences a form of mild and constant euphoria while transformed.

She needs a mirror because she's exerting her will on changing herself, and at the moment, she needs to look at what she's doing.

"Man cannot remake himself without suffering, for he is both marble and sculptor."

///
History: As Minerva's concept comes together, I think 'everything is a cantrip / is effortless for her' is a big part of it. At the point of this edit, the power hasn't been used on a contract or a significant part of a move.

After Minerva's inability to use her powers while she was transformed lead to one of her fellow contractors dying, she focused, practicing. Practicing, practicing. She learned to use them when she's not her... but the pain she worked though is still there, always in the back of her mind.

Seasoned:
Minerva's powers intensified. Building on top of the latent power she has over other people, it's blossomed into something entirely more. People accept her if she believes she should be accepted. Her changes are deeper, touching her soul. But most importantly, they last. They last as long as she needs. She goes to sleep and awakes.. proper.
Something's happened, though. She doesn't have full control over it, and when she tries to change her form, it's almost like holding onto water. She needs to struggle as hard as she can just to keep from falling apart. It's hard work, and she has to exert her mind. At times, she wishes it was as easy as before.

Professional:
Minerva's experiences - traumatic and otherwise - have provided a little bit of clarity. She's only truly content in her true form. She's reluctant to do it - it takes her longer, she has a little bit less control over mutating her true form. But after everything that's happened, it's not quite as traumatic - she knows she'll go back. It's a deeper shift, as well. If something happens, she won't 'finch', and go back to her true form. She knows she can go back to it when she can. Just not yet.

Exert your Mind and spend a half hour. You must actively and obviously use a silver fox pendant to activate this Effect.

You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. A disguise cannot affect your Attributes or other stats.

You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.

You can "pass" in any culture or group without arousing suspicion as long as you look normal for that group and can communicate with those inside the group.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The moment Minerva 'unlatches' her form, it pulses like a degaussed TV. Her clothes and flesh both smear some, uncountable wounds on her her leaking. They don't seem to hurt, but she's obviously struggling to stay in one piece. In the wounds, the tears to another place entirely, one can sense all the things that shouldn't be said. Intrusive thoughts come to mind. But are they hers? Or yours?.

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 may only use this Effect once per day.

  • While you may alter your outfit's appearance, this does not grant or store equipment. This does not allow you to change the appearance of Artifacts or conceal their Alien appearance.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

Exert your Mind and spend an Action to activate. Select a target within arm's reach. Roll Perception + Alertness at Difficulty 6. The target] may contest by Defending or Dodging.

If you succeed, your target will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but cannot move to a new location.

The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.

  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • You can target yourself if you qualify as a valid target by the other requirements.

How blessed is the man who fears always,
But he who hardens his heart will fall into calamity.

Spend an Action to activate. Select a number of Living targets equal to your Charisma within 45 feet. You must actively and obviously use a beaded Rosary to activate this Effect. Roll Charisma + Occult at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.

If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by Deific Terror / "God Fearing". They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

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

If any affected target takes or deals Damage, this Effect ends.

  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • 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.

Stock Power Gifts

Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.

You learn a single specific piece of information, chosen from the following list, about your target:

  • You learn how to reliably contact the target.
  • The target’s trail for the past 24 hours is revealed to you and anyone you teach to follow it. This trail shows how long ago the target was there and is followable even when they are in a vehicle.

The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same target more than once per day.

  • Contact info Low Outcome: a means of communication (phone, email, a secretary). High Outcome: specific phone numbers, email addresses, protocols for getting access to the individual.
  • Tracker You are not made instantly aware of where they have been in the past 24 hours; you must follow their trail. You may "happen upon" any trail they have made in the past 24 hours.
  • 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. You must actively and obviously use a watch to activate this Effect.

Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).

  • The time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

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.

  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • 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 engaged in combat with firearms made in your home country.

+2 dice to all firearms made in your home country rolls.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

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.