Proverbios: Fear the Sky Bienaventurado el hombre que siempre está temeroso: mas el que endurece su corazón, caerá en mal.

1
The power to inflame the emotions of others.
Used by Isabel Rodriguez, Created by emivvv.
(When activating this Effect, it is obvious you are interacting with the target. You must actively and obviously be using a beaded Rosary.)

Clutch a rosary to your chest, raise a trembling hand - the birds falter off with odd disquiet.
Give sermon. Exhort His praise. Scream out His name, scream in garbled tongues through crackling interference.
Let no one doubt Your Word of Burning Skies. Not even yourself.

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.

Community Power Gifts

Some examples of valid senses that the gift user can co-opt are sight, electroreception, echolocation, and variants thereof. Senses that primarily have something to do with things other than the location or form of perceived phenomena, like hearing, taste and smell, cannot be benefited from. The gift user can only benefit from the co-optable senses that their proxy currently has - the examples mentioned here are examples only.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • You can simultaneously benefit from any visual and awareness senses of everyone within a 50 feet range that is currently perceiving you visually. Unless Protected Senses is also taken, this sense is overloaded if perceiving through more than 3 points of view at once. Indirect observation only triggers this effect if the observer in question is still within range and the observation is being performed through live means. (for example, live camera feeds and mirrors are valid, however past recordings and photos do not)

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses. If one of these senses does become suppressed, you may Exert your Mind to end the effect.

Possession of this Power grants the following Battle Scar: Complete Blindness.

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

When used, add condition to target:

[Aftercare: Acidic Avoidance]

Your recently healed scar requires special aftercare to ensure proper recovery. For the next month, you must avoid being attacked by, exposed to or consuming any substances with a pH of 2.5 or lower, including but not limited to acidic foods and beverages like citrus, vinegar and sodas. Failure to adhere to this restriction will cause your removed scar to immediately reverse. This condition is vital for maintaining your health, so be mindful of everything you consume during this time. Remove condition at the start of your next contract [Given at X wins].

Exert your Mind and spend an hour. Select a Living or Animate target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Select up to four Battle Scars on your target to treat.

The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.

Any Battle Scars you heal leave behind a Severity 2 Injury on your target that must heal naturally.

  • 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 Living or Sapient target within arm's reach. Roll Perception + Stealth at Difficulty 6. The target may resist by rolling Body at Difficulty 6.

If you succeed, you possess your target for the Contested Outcome in hours. The target has no control over their body or actions, though they retain consciousness and will remember anything that occurs during the possession. While the possession is active, the host body will Eyes change colour to a deep brown, making it very obvious to anyone who sees them that something is not right.

Your original body will be left behind, unconscious. You may perceive through your original body's senses by Concentrating. If your original body is touched, you may roll Perception + Alertness to notice. 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, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You have access to the target’s mind, and are able to see their memories and learn any hidden knowledge or information they possess.

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: Any Injuries sustained by the host body are also sustained by your original body. If the host body is killed or destroyed while you are still possessing it, you will die along with it. If the possession ends and your original body was killed, you may make a contested Mind roll against the host. The loser becomes a helpless observer as long as you both inhabit their body.

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 may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the target take in a mass of living cancer.

  • If you are a helpless observer, you cannot activate any Effects, including this one, with one exception: If a co-inhabited body is possessed, a helpless observer may cast Possession on the new inhabitant's original body.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Access to equipment-based Gifts such as Signature Items depends entirely on whether you are holding the relevant object, and is not impacted by whether or not you are possessing a target.
  • 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 at all times.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • Gifted: You get +3 dice on any rolls related to medical care as long as You use Reversed Curse Technique on anyone including you.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

Spend 10 minutes. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. This Effect cannot be used unless High on Speed. More than half the target object must be present in order to begin repairs. Roll Intellect + 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.

  • 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 and spend an Action.

Your senses are enhanced in the following way. Lasts for three hours.

  • Thermal: You are able to "see" heat signatures within your line of sight.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.

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

Your commands must be relatively simple and within the target’s intellectual grasp. 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 at all times.

You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.

Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult 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.

If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Unstabilized wounds do not degenerate during treatment.

Exert your Mind and spend an Action.

You may move easily and without a roll in any of the following situations. Lasts 2 hours.

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.