Nathan looks at his mirror watch as he grabs out a small handheld mirror. On the handheld mirror is the image of a parrot mid-flight. His reflection attempts to invade the creature's own, a process much easier if it already has embedded part itself into it. An echo manifests itself in the creature's eye as Nathan's physical body fractures into dust.
Exert your Mind and spend an Action or Reaction. Select a Creature target within arm's reach. You may select a target at any range if you use up a mirror that has reflected the target of the target. You must actively and obviously use a mirror to activate this Effect. The target may Resist.
You possess your target and have control over their actions for the next hour. 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 have access to your Powers from within the host's body.
Death: If the host becomes incapacitated or is destroyed, you are forcibly evicted back into your own body.
Eviction: You are able to engage in combat or take other risky actions without being forced out of the host’s body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
If you die and there is a creature under your supernatural command within a mile, you instead possess them indefinitely.
Maybe the experience of a skilled professional, maybe a supernatural power or maybe just luck. But I always find what I want. Always.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Perception + Thievery at Difficulty 6.
You learn the following information about the area:
This Effect is not obvious, and the only sign you are using an Effect is I touch with a naked hand one of the walls, floor or furniture that's been there for more than six months. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You cannot investigate the same area more than once per day.
talk and then bonk on the head
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Brawl at Difficulty 6.
If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize a target's Mind. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
By navigating through the timeline with the adjustment of a timepiece, Zeke peers into the past to witness it firsthand. As he investigates, Zeke leaves behind a blurry, glitch-like duplicate of himself, caught between multiple moments across time.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile You must actively and obviously use a timepiece to activate this Effect. You cannot investigate the same target more than once per hour. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about the area:
You cannot investigate the same area more than once per day.
Tam starts to tap her fingers against her side, a soft smile on her face as she looks away a little. This was just another kind of sparring - and she was good at that.
A manifestation of Tam's telekinetic abilities, Tam has learned to manipulate the internals of electronics.
Exert your Mind and spend 2 Actions. Select a Computer within 20 feet. Does not work on Alien technology. 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. Roll Intellect + Technology, 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.
This Effect is not obvious, and the only sign you are using an Effect is fingers tapping against your side. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Battle Scar: Atrophied Shoulder - One of your shoulders is damaged. Whenever it takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it.
The blade of the scalpel gains an ethereal shimmer as it is activated: the nano-machines composing its tip surge into the subject and begin to painlessly (but violently) tear apart and viscerally replace the targeted system and area. It is gruesome and horrific to watch the drawn out thirty-minute transformation of sinew, flesh and bone be made into synthetic counterparts by way of microscopic factories made of biological matter.
…The aftermath is initially disorienting and nauseating - the unnatural feelings of synthetic augmentation can potentially traumatize those afflicted. It may take time and therapeutic assistance in order to overcome these issues.
The nano-machines within are given a command alongside the patient - if the patient breaks protocol, the machines revert the augmentation.
Exert your Mind and spend 30 minutes. Select a Living or Animate target within arm's reach. Your target must make a Trauma roll when you activate this Effect. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Excess flesh (or material) is rapidly excised and cannibalized for mechanical alteratives. Waste not, want not..
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and 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. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
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.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.