Mind over Matter "Looks can be deceiving."

3
You possess the ability to interact with the world without physically touching it.
Used by Tam Starling, Created by Polymorph.
(It is obvious that you are the one exercising control over your target. You must actively and obviously be using prosthetic hand.)

Tam's eyes glow, and she holds her offhand in front of herself. The prosthetic hand shimmers slightly, and a ghostly apparition of it appears in the world.


You gain the following benefits at all times. You must actively and obviously be using prosthetic hand to gain the benefits of this Effect.

You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You are able to effectively wield weapons to Attack, Defend, and Clash with this Effect.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You may control 4 total objects at the same time.

Possession of this Power grants the following Trauma at all times: Paranoia: You cannot trust your life to someone else without rolling self-control. If you fail, you may Exert your Mind to face your fear.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

You are viewing an old version of this Gift.
To view the most recent version Click Here

Revision purchased with:
Improvement from writing up Apotheosis spent on improving power: Mind over Matter
Revision purchased with:
Revision purchased with:
Revision purchased with:
Revision purchased with:
Revision purchased with:
Revision purchased with:
Improvement from writing up Silverpeak Pines spent on new power: Mind over Matter

Community Passive Gifts

You gain the following benefits at all times.

As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You may use this Effect to simulate fine tools which can manipulate tiny or delicate things, such as a lockpick, forceps, probes, etc.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.
  • Lifting and hauling: you may lift 90 pounds.

Possession of this Power grants the following Trauma at all times: Anti-Social.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

Ophir was born with a rather strange ability, even among the rare few in the world whose lineage gave them minor supernatural powers. Even as a baby, his light brown irises looked oddly mechanical... and his pupils would dilate and contract with quiet clicks. Neither of his parents understood where this odd mutation came from, but they loved him and raised him the same as his brothers and sister.

Even before he was able to speak, Ophir's memory was unmatched by his peers. It wasn't until he was in elementary school that his parents realized that he might be more than what meets the eye. Photos started showing up on the family computer that could've never been taken with a normal camera... with strange and unexpected angles at times when no technology had been around.

He was bitten by the photojournalism bug after joining the A/V club at his High School and starting to better understand camera technology and technique and how it could be used to show the world to those who need to see it. Once he understood the capabilities of mundane cameras... he knew exactly what he would need to do to his own underdeveloped "body cam".

You gain the following benefits at all times.

You are permanently and visibly transformed: camera aperture irises. You are considered to be a Sapient, Living being when targeted..

Your body provides you with the functionality of Photography Supplies. If used to attack, these "tools" use the same stats as a small knife.

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

You gain the following benefits at all times.

You are permanently and visibly transformed: mermaid. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 1.

Your body is adapted to swimming. You receive +3 dice on non-attack rolls related to swimming.

While in the water, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.

Possession of this Power grants the following Battle Scar: scales on the back of her hand, making it hard to use as normal.

Possession of this Power grants the following Trauma at all times: believes marine life is superior to humans.

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

You gain the following benefits as long as engaged in combat with firearms.

+2 dice to all firearms rolls.

You also gain the following effects:

  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

You gain the following benefits as long as engaged in combat with Revolvers.

+2 dice to all Revolvers rolls.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Double Tap: “If you are wielding more than one firearm, you may make a single Attack roll to attack that many targets, splitting the Outcome evenly between them. You choose which target is hit by each weapon and how to allocate any remaining Outcome.

Stock Passive Gifts

You gain the following benefits as long as you are wearing this Artifact.

You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

You gain the following benefits at all times.

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

  • Amphibious: You are able to move about in liquids using standard Movement rules rather than any special swimming rules.

You gain the following benefits at all times.

Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.

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.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.

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.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

You gain the following benefits at all times.

You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.

  • Communing with terrestrial animal does not grant them intellect but does allow you to converse with them.