Experience Wildlife Can I borrow this for a minute?

1
The power to temporarily transfer your consciousness into a Creature.
Used by Ezmuh, Created by Kardaz.
(When activating this Effect, it is obvious you are interacting with the target. )

My body is faintly smoking, I am doing an interpretive dance like the animal I'm trying to posses and dissapear in a puff of smoke.


Exert your Mind and spend at least two Actions performing the following ritual: An interpretive dance relating to the animal to activate. Select a Creature target within 20 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You possess your target and have control over their actions for the next hour. You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. 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.

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.

  • You can target yourself if you qualify as a valid target by the other requirements.

Community Power Gifts

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must use up a steak in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Crafts at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.
  • 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.

Driven by an urge to protect her younger sibling, this spirit defied both fate and death to keep him safe from harm, even if that was mistaken as the rage of a vengeful spirit.

Increase your sacrificial Injury's Severity by 1 and spend an Action.

Summon the one and only Sapient ghost of dead sister at your location. They last until they are destroyed They are controlled by you. You may have at most one minion active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 5 dice to dodge, Grapple, or make melee Attacks. Their unarmed Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 7 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 20 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 4 dice. Any other roll is made with 4 dice. They can lift and haul as though they have 2 Brawn.
  • Powers: Your companion can Exert their Mind using your Mind and spend your Source.
  • Unusual: Minions are obviously Alien to any observer.

If killed, you cannot re-summon your minion until after your next Contract.

Possession of this Power grants the following Battle Scar: Necrotic rot: Being possessed by a spirit has caused your body to decay. Roll all body checks at -1 dice..

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • Your companion heals fully during each Downtime, but is not healed fully when you re-summon them.
  • Your companion is affected normally by Artifacts and Energy Transfer.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Spend 10 minutes. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Dexterity + Crafts at Difficulty 6.

If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.

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.

Possession of this Power grants the following Trauma at all times: Nightmares.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one 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.

Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.

If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

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

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • Effects which circumvent Armor completely also circumvent your barrier.
  • 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 have your Tail.

Your Brawn rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).

If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

You also gain the following effects:

  • Champion of the Caber Toss: You may lift an additional 1500 pounds per point of Brawn beyond 5. You may also throw items up to this weight with a Brawn plus Athletics roll, to a distance of Outcome x10 feet.
  • Tough: Half your Brawn acts as Armor against all incoming sources of damage.

  • If your Tail is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).

Stock Power Gifts

Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.

  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • 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 Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.

For the next day, you may issue specific commands to your target which they will be compelled to follow.

Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • 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.
  • 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.
  • 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 Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.

You receive +2 dice to any rolls to pilot a vehicle.

You also gain the following effects:

  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Pathfinder: You are adept at making your way through crowds, underbrush, and other dense, congested environments. While doing so, you move at full speed.
  • You are able to climb trees and cliffs at your full movement speed.

You only gain the benefits of this effect if you are in an area without a human building within 300 feet.

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.