The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
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 + Influence 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 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.
The veil between this life and the next is thinner than many would find comfortable. By spreading his deck on a surface in front of him and focusing his mind on an emotional focus that links the deceased to the earthly realm, Cássio can open pinprick holes into the border of reality, just enough for communication to pass through. The scattered cards begin to float, briefly haunted by the target spirit, and the air rings out with the directionless voice of the departed for the duration.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. For dead targets, you must possess their loved one.
The target can communicate in your language for the next hour.
An item near Henry seems to collapse in on itself, as if suddenly being made of loose, dry sand. Alternatively, it forms the same way.
A system of phased disassembly arrays inside of Fleet Officer Armitage's bones enable him to deconstruct, and reconstruct, nearby items, storing the molecular mass of them in 'another place'.
There's math that explains it, but it's always gone over his head.
Spend a Quick Action.
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 any targets in your stash, each no larger than something which could fit inside an SUV (4,000 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.
Animate targets may Resist being stashed.
Possession of this Power grants the following Trauma at all times: Fit Form Function - Roll self-control to ever remove your uniform or to fall out of Stellar Navy apperance regulations.
A simple trick, if one that requires admitting a bit more vulnerability than he would normally like. Leaving behind the flesh suit has it's costs, but Leon vastly prefers that to the universal problem of being obliterated by a tank round, and though it takes a bit of mental focus, and pulling in the screaming souls of those he has devoured to do so, he can quickly corporatize if it is absolutely necessary.
Exert your Mind and spend an Action or Reaction. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You phase out of reality for 4 Rounds. During this time, you cannot affect the outside world (other than non-combat Actions using your hands, at +2 Difficulty) or take any Actions. You may move as normal while phased out. You may pass through walls and "climb" up and down through solid material at normal climbing speeds. Nothing can interact with you in any way.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Leon's body collapses into an empty skin suit on the floor, and his ethereal body steps into a mass of souls.
You leave A glowing marble of fox fire at your location.
your ancestors resorted to cannibalism during a blizzard in order to stay alive, some of the curse of the wendigo has been passed down to you and you can call upon its power to transform into a horrifying beast
you grow to a height of 8'0, your skin becomes pale and stretched and your figure becomes lanky and gaunt, the antlers on your head grow into great branches and a deer like skull obscures your face
Exert your Mind and spend an Action to activate.
You transform into a wendigo until you transform into something else or choose to return to your original form. You cannot transform into a flying creature. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
Possession of this Power grants the following Trauma at all times: Cannibalism.
The user opens the leather journal and points at the creature as their species and location becomes written on the journal along with the current time and a ??? indicating when the possession will end, when it's finished being written the shadow of the user and the creature will merge to create a patch of darkness that slowly becomes material and begins restraining the creature with fully physical tendrils. These tendrils bind the creature to the ground as the user is pushed into a fit of vomiting out blackish slime and blood. As more of the substance leaves the body the more the user becomes lethargic until the point of unconsciousness. The substance then merges into one full blob and enters the creature's body through their mouth at which point they're fully taken over by the user.
Spend an Action to activate. Select a Creature target within 20 feet. You must actively and obviously use A leather journal to activate this Effect.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious, in its same location. You may spend a Committed 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 becomes incapacitated or is destroyed, you are forcibly evicted back into your own body. If the possession ends and your original body was killed or destroyed in some way, 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you forcefully restraining a creature with inky black tendrils, vomiting out your own slimy spirit out and inserting it into the creature.
This Gift's Cost is capped at 2 and cannot be increased further.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Sometimes in the process, a little water will get lost, and the aquamancer may be a little hurt by the transformation.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
The magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a 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.
Sapient targets can resist by rolling Mind at Difficulty 6.
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 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 fire in a residential fireplace at your target. 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 3 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 depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
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: