Lesser Omnipotency And no creature is hidden from his sight, but all are naked and exposed to the eyes of him to whom we must give account. Hebrews 4:13

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The power to observe things at a distance.
Used by Chamael, Created by Redchigh.
(You are obviously concentrating while projecting your senses. )

Cham closes his eyes, says a short prayer, and unfolds and expands his omnipotency over the area, turning his head in directions as if he is looking at things, while his eyes glow white.

He will gain intimate knowledge of things in range as if he observed with the senses directly, but it's more accurate to say this power temporarily lifts a mortal limitation from him, unleashing his natural angelic knowledge.


Exert your Mind and spend an Action to activate. This Effect cannot be used unless Alternate Form.

You may perceive things within 75 feet of you as though there were no walls or obstacles blocking your view for the next five minutes. You must maintain Concentration to keep up the effect.

Any Perception rolls made through obstacles are rolled at +1 Difficulty.

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

Community Power Gifts

You gain the following benefits at all times.

You get +2 dice to any Body resistance rolls you make. You also gain the following effects:

  • Internal Awareness: You are automatically aware of and may diagnose any disease, toxin, drug, or similar which enters your system.
  • Survivor: You are immune to all non-Alien diseases.

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

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

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).

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Sometimes the universe undergoes...corrections to re-balance the laws of order. Heightened senses are a small adjustment for an individual who has undergone an excessive amount of karmic injustice as it were.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see things that are up to a mile away as though you were only standing twenty feet away, provided your view is unobstructed.
  • Touch: You can identify any material with a touch and immediately find what you are looking for when rummaging, assuming it is actually present. You may withdraw items from your bags with a Quick Action instead of an Action.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

Possession of this Power grants the following Battle Scar: Weak Stomach.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.
  • “Rummaging" means digging through trash, finding a needle in a haystack, etc.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.

You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.

Stock Power Gifts

This Effect cannot be used unless you are making a deal to exchange money for protection.

You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.

Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.

When crafting your oath, you may incorporate any of the following penalties:

  • You may suspend a targeted Offensive Power which will take effect when the oath is broken. The Power must be able to target all participants the oath indicates it could hit.
  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.

  • All Oaths must have at least two participants.
  • The target must be physically present to enter the oath.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
  • 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 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 can see your target.

You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration

The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • 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 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.

You are transported directly to the chosen Location. You must wait an hour before activating this effect again.

  • 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.

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. 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.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • 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.

Exert your Mind and spend 1 minute. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.

You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”

Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.

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

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 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.