Wei is quite capable of fitting into small spaces, but with the manifestation of a new parasite, Chordodes Imperius, they are nie undetectable. It came to be in the Hivemind as almost a direct sign of defiance against The Foundation to prove that they will have an immense amount of trouble keeping them in containment again.
With the help of this parasite, Wei is capable of emptying its body of all of its parasites, compacting the entire hivemind into any animals that are close enough to their tendril. This can be a physically demanding experience and it is not without risk. Leaving the safety of the flesh can cause 566 to lose a number of the parasites in their body, causing them intense bodily harm until they are capable of reconstituting themselves.
Exert your Mind and spend an Action or Reaction to activate. Select a Creature target within arm's reach.
You possess your target and have control over their actions for the next three hours. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see 566's body flattening as the countless parasites from within them writhe into every oriface on the target's body. The meat sock also slips in on the wave of exposed worms, completing the possession with a bonechilling squelch.
Slyvie throws a small orb of webbing at her target. With a flick of her wrists, thousands upon thousands of sharp spider webs explode from the webbing to her target and the surrounding area of her target, puncturing them with thin, wire-like webbing that is super sharp, and because of that, super brittle and somewhat easy to break out of it, getting cut.
Spend an Action. Select a Location within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Silk explodes everywhere from you and where you had wanted to drop it, doing absolutely nothing. Roll Intellect + Crafts (4 dice) at Difficulty 6. All targets within 20 feet of the chosen Location may contest by Defending or Dodging.
If you succeed, all affected targets will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Brawn, they are encased and cannot take any physical Actions other than attempting to escape until they break free.
Restricted targets may escape their binding by spending an Action and taking a Severity-1 Injury. Their movement is reduced by 10 feet until the Injury heals.
If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
A violent, projectile ray of corrosive goop bursts forth, sticking to your target and melting them from the outside in.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Brawn + Athletics (9 dice) Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.
Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you wind up, preparing to upheave the contents of a bile-sack at maximum velocity, purging volatile toxins from your system to evaporate your foes.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
Terrorizing their prey is a Bakenekos specialty. Perfectly crafting horrific scenarios, picking off those close to their target, and driving them to despair. Those that get too close are likely to have unfortunate "accidents" occur. It could be a loved one taking their life, sudden bouts of depression and hopelessness, or fear at your own reflection. If you're feeling particularly malicious, brief bursts of joy to keep them going throughout the darkest stretches of their life..
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. Roll Charisma + Occult (1 dice) 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 the chosen emotion. 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.
This Effect is not obvious, and the only sign you are using an Effect is your eyes glaze over. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Grace conjures her Stake Flames in her small palms and presses them slowly to to the scar. They cleanse as rubbing alcohol would; burning, hissing, but sterilizing. If Grace fails to keep herself calm over the bizarre nature of using her Stake Flames to heal (a confusion that "reopens the wounds"), she comes out of treatment a little worse for wear, and the flames are more painful and a bit less controlled.
Columbus, Ohio: Doctor Murphy and Grace work together to remove the S.I.N. chip from it’s place, wrapped around Guido’s brain stem. Fatal exsanguination and paralysis are major risks, and between Grace’s assistance, all she can think about is how she’ll fix it… she is tired, and worried beyond consolation, and she keeps thinking of the fact that she made a promise.
The surgery was successful, but the stress unlocked something new, and Grace was able to use it later on to fix a scar of her own. The fear of the flames has stopped bothering them in short bursts, but a long minute spent deep in the memory can still be too much for them sometimes.
Exert your Mind and spend a minute. Select a Living target within arm's reach. Make a Trauma roll when you activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal over the course of the next week.
With but a tap on the screen, the watch takes a sampling of Lorelai's blood and converts it into a digital virus capable of infecting technological targets at range. This forms a sympathetic link between user and target, which allows Lorelai to navigate a virtual space using only her instincts-- interfacing with the target program in a predator/prey relationship.
Take a Severity-1 Injury and spend 2 Actions. Select a Computer within 300 feet. Does not work on Alien technology. Roll Perception + Occult (3 dice), with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
Your hack cannot be discovered by system administrators or firewall software for a number of hours equal to your Outcome on the initial roll.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
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.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
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:
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.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.