Nomie calls out to the Fae on your shoulder. She makes an interesting case.
Play the game, or fucking die.
The Gnome calls back - ~~yoo-hoo~~!
Exert your Mind and spend an Action. Select a Living target within 45 feet. You must actively and obviously use a Garden Gnome to activate this Effect. Roll Charisma + Influence Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 6. The target's material Armor is completely ignored.
This Effect spreads to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.
When you die, you may activate this Effect targeting the person that killed you at any range and without any penalty. Its roll is at -1 Difficulty.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Trauma at all times: WILL OF THE GNOMES.
Jeremy Soap develops greater access to his dormant enhanced genes, elevating him to a superior breed of human. He can now transform parts of his body into bubbles, allowing him to squeeze through tight gaps with ease.
You gain the following benefits at all times.
You are permanently and visibly transformed: Flesh can become smooth and bubble-like as it warps. You are considered to be a Sapient, Living being when targeted..
You can squeeze through any cracks and passageways a cat would be able to.
The brain slug emits a viscus slime around an injury in efforts to heal it, though the slug's occult nature may accidentally exasperate the injury
Exert your Mind and spend 1 minute. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you worsens injury. 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.
The guise of humanity is dropped. Panels open up and heat starts radiating from the core. All pretence of humanity drains from my eyes as limiters are disengaged. All power diverted to combat systems.
Zeta's limiters are dropped and extra radiators protrude from Zeta's back. The excessive heat melts the flesh and burns the cloths on Zeta's body revealing a mechanical nightmare that was hiding underneath.
Zeta's metal skeletal structure elongates to provide more leverage. The hands are revealed to be serrated claws. Zeta's now revealed chrome skull splits in half and the melted flesh drips away to reveal more mechanical eyes that over her entire head. Tooth caps fall away to reveal rows of sharp, pointy teeth.
Steam shoots out from under Zeta's revealed ribcage and bellows around her feet. Zeta's thigh bones split in two as they're revealed to be double and reverse jointed to provide greater maneuverability.
Zeta only has one thing left to say before the voice box is shutdown as it's power is diverted to combat prowess.
"Targets Acquired"
Exert your Mind and spend an Action.
You transform into Battle Mode for 3 minutes. You have access to all of your Powers while you are Battle Mode, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Obviously a murder Machine.
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
A young man sits down on top of a Marshall 112 combo at Jake's Pawn Shop in a destitute part of Los Angeles. He fishes about on the stained carpet for the quarter inch input of the cable coiled in front of the dirty 1980s-era amp. He plugs it into the jack of the pristine pearl-white Ibanez Iceman. It reminds the kid of something a rockstar from the old days would play. Back when they were still made in Japan and not some lesser shithole. He strums the opening refrain from Stairway to Heaven as any good pawnshop guitarist should. His hand comes down to strum the next chord when he feels a presence swoop down on his mind. Like a Kingfisher slamming into the surface of his mind, he feels another with him. And then he feels nothing.
Nikki strums the second chord of Stairway to Heaven, his long brown hair hanging over his bare chest. He sings quietly, "and the piper's calling you to join him". He unplugs and stands up, Ibanez Iceman hanging around his slim body as if it never belonged anywhere else and walks out. His return to the skinlands announced by the jangle of bells tied around a pawn shop door.
Exert your Mind and spend an Action. Select a Living or Sapient target within 20 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Intended Target attacks guitar. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of days equal to the Contested Outcome. 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 Take the appearance of Nikki, making it very obvious to anyone who sees them that something is not right.
Your original body will be left behind, unconscious, in its same location. 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 and Intellect. You may use either your own or the host’s Ability ratings, whichever is higher. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you are evicted to your original body. If the possession ends and your original body was killed or destroyed, you die.
Eviction: If the host body is ever not within 20 feet of your original body, you will be forced out. 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. If they fail, you remain in control.
This Effect is not obvious, and the only sign you are using an Effect is a soft sound of vibrating strings. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. The target's material Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
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.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Charisma + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a phobia of holy things as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.