Mind
Exert your Mind and spend an Action to activate. Select a Living or Sapient target within your line of sight. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of minutes equal to the Contested Outcome. The target has no control over their body or actions, though they retain consciousness and will remember anything that occurs during the possession.
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: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma and Intellect. You may use either your own or the host’s Ability ratings, whichever is higher. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You may access and use any of the target’s Gifts or other supernatural effects while you are possessing them.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they must make a Trauma roll. If they succeed, the possession ends and you are evicted from their body. If they fail, they will gain a new Trauma, but can still choose to Exert their Mind and evict you back into your original body.
His skin sheds and becomes loose as a larger creatures forms underneath this husk. Erupting from the hollowed shell is a monsterous bipedal snake man.
A gift from the spirit of the king of snakes, the Titanoboa.
Exert your Mind (unless you win a coin flip) and spend a Quick Action. This Effect cannot be used unless the Moon is out. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.
You transform into monstrous man snake for 3 minutes. You have access to all of your Powers while you are monstrous man snake, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1. You do not suffer any Stress while transformed.
Your body is adapted to climbing. You receive +3 dice on non-attack rolls related to climbing.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see his skin tear away like a reptile shedding skin.
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
Any mental attack successfully defended against makes the cross glimmer.
You gain the following benefits at all times. You must actively and obviously be using a pendant of a cross, hanging around the neck to gain the benefits of this Effect.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
Despite your best efforts to appear an easygoing person, people recognize you for who you are - a cut above the rest. It's not intentional, but your best theory is that your uneducated control over *stuff* has something of a passive effect, causing people's brains to soften a bit around you. It's very tragic, but no reason not to take advantage. Of course, that near-idolization does come with an unfortunate recognizability...
[Hey, Listen!]: Your words carry an imperceptible weight that not even unfavourable audio conditions can tarry. People always hear you, whether they like it or not.
[Honest Eyes]: The tells that denote the deceptions of other are far too obvious to you. A slight facial twitch. A smile held a microsecond too long. You don't always know *what* they're lying about, but if they're trying to pull the wool over your eyes - you'll know.
[No Choice But To Stan]: The effect you have on other often has them defend you when you're wronged, for reasons you can't totally know. Likely they justify it to themselves as "the benefit of the doubt", but it matters not to you. They all fall in line, in the end.
[Maddening]: Knowing the lies of others has put a certain paranoia into you - what if someone else can see as you do? Best not to risk it - though sometimes, it's unavoidable.
[The Price Of Fame]: The magnetic air that has others bowing to you does have a side effect - you're altogether to easy to remember. Disguises do little, for the mark of your importance does not easily fade. Best not to be spotted, if you need to be unseen.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Compulsively Honest - Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to lie. If you are ever required to lie for the safety of yourself or others, you must Exert your Mind; otherwise be candid.
You also gain the following effects:
WIP
You gain the following benefits at all times.
You are permanently and visibly transformed: swamp freak. You are considered to be a Sapient, Living being when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
You may make a +2 Weapon Damage claws attack without additional equipment.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
Gofer’s skin, hidden beneath his fur, has thickened and become more resilient, similar to that of a bear or wild boar. This lets him shrug off most forms of attack, to a degree.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
You and everything you are carrying is 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 or your equipment specifically 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 Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. They will not necessarily display their emotions in an obvious 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.