The air is struck with the stench of decay, the pallor of something long dead. Zack’s arms spread wide, their flesh contorting and splitting as masses of flies pour out, buzzing with a fell drone as the clouds usher from their throat and eyes. Black clouds surround Zack as they fall silent, the air only left with one sound: the droning of Abbadon.
Take a Severity-1 Injury and spend an Action.
Summon a Swarms of Mosquitos at your location, plus enough additional minions to bring you up to the maximum of 2 minions. They will last for two hours, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The mosquitos and swarms of pestilence emerge from the skin, mouth, and eyes of Zack. His skin flares with pustules and warps as he activates the power.
Amaranth's existence is now so thoroughly displaced through time that he can walk into it. Checking possible alternate time lines for information as he navigates through the hundred timelines near him searching for the one that contains a close enough analogue to himself but nearer to the event he wishes to view. At which point he can see through the senses of his alternate self. Yet, doing so takes an immense amount of time, literally, and though it only appears to take a moment to an outside observer Amaranth comes back each time from hours of actual trekking.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Brawn + Survival at Difficulty 6.
You learn the following information about the area:
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.
Preston’s beard is an incredible focus of power. With it, controlling his spells is as easy as breathing, and he understands whether he is being targeted by outside influences.
You gain the following benefits as long as you have your beard.
Your Intellect rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
The Pyroslinger flicks the chamber of his revolver, before pointing it at a location and firing it like a normal bullet. The location the flaming bullet strikes, as long as it isn't 25 feet away, will eurput into a 10 foot area of flame, and shreds armor, light flammable objects on fire, and generally wreak havoc. If the bullet goes more than 25 feet away, it harmlessly fades in the air, and there is a 4/10 chance the revolver just doesn't fire.
Exert your Mind and spend an Action. Select a Location no further than 25 feet from you and in your line of sight. You must actively and obviously use Revolver to activate this Effect. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. The area within 10 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Firearms at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 10 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this Damage.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
If you successfully hit a target with this Effect, the value of any Armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.
Trussardis face shows a grimace for a second after being hit before shifting to an emotionless expression.
Angry managers, insane stalkers and other musicians always try to get the leg up on you. You can’t give them the satisfaction of letting them do it to you.
It would be a lie to say that all of these crazy people don’t affect you.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Trauma at all times: Phobia of the insane.
Kayleigh focuses on her charm, and her presence vanishes, both from others ability to hear her footsteps and from the world's ability to detect her weight. Gravity itself seems to forget about her as she sprints.
Kayleigh is learning how to lie to the world about her physical presence, and in doing so she's beginning to learn how to carve her own fate. Both for herself, and for a little friend.
Her wooden charm is, in her eyes, simply a memory of a meditative moment which she uses to channel her ability. However, the myriad spirits which follow the Kitsune's journey intently would disagree as they offer her their strength.
You gain the following benefits at all times. You must actively and obviously be using a carved wooden charm of a frog to gain the benefits of this Effect.
You may move easily and without a roll in any of the following situations.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. 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. If the possession ends and your original body was killed or destroyed, 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.
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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
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.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested 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. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects: