Kayleigh has always had an uncanny affinity for beasts-- animals seem to see her as a kindred spirit, and don't regard her with the same fear and mistrust they do other humans, even going so far as to help her out where they can.
Perhaps it's this ability-- this kinship with the creatures of the wild-- that lead her to survive that faithful hike nearly twenty years ago. When Kimori and their pack came across the scared little girl deep into the mountains, they did not see her as threat or prey, instead adopting the child of man as one of their own.
Exert your Mind and spend a Free Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless you haven't harmed an animal for the past day.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Possession of this Power grants the following Trauma at all times: Empathic: When you come across a creature in trouble, you must roll Self Control or be compelled to help them out.
a dark cloated light consumes the user turning them into a uncontrollable beast
a curse more than a gift
Exert your Mind and spend an Action to activate.
You transform into the last Creature you touched for two hours You are unable to revert from your Alternate Form at will and must wait for the duration to fully elapse before returning to normal.. You cannot transform into a flying creature. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. The equipment you are wearing does not transform with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Minerva lets out a breath and closes her eyes for a moment. She slips into the Dreamlands for just a moment, and when she comes back, she leaves just a little bit of herself there. Opening her eyes, her irises have become rainbow coloured, and she can see in both, although she's just a little paler, like some of the colour has left her.
In a pinch, she can illusion her irises back to normal, but she prefers to leave them like that.
Exert your Mind and spend one minute. You must actively and obviously use silver fox pendant to activate this Effect.
You may perceive things through sight within 500 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes.
You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.
Feng shui (/ˈfʌŋˌʃuːi/ [2] or /ˌfʌŋˈʃweɪ/[3]), sometimes called Chinese geomancy, is a traditional form of geomancy that originated in Ancient China and claims to use energy forces to harmonize individuals with their surrounding environment. The term feng shui means, literally, "wind-water" (i.e., fluid). From ancient times, landscapes and bodies of water were thought to direct the flow of the universal Qi – "cosmic current" or energy – through places and structures. More broadly, feng shui includes astronomical, astrological, architectural, cosmological, geographical, and topographical dimensions. Feng Shui rituals are performed with the usage of multiple crystals, herbs, stones, incenses and other common divination tools.
Spend a half hour. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same area more than once per day.
Arterus murmurs protocol that he studies from a book as he works on the injured.
A book of medical procedure that allows you to brush up on the protocols and whats and what nots for combat field medics.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Frank's flesh regenerates at an unnatural rate, coming back as a stark white color before gaining shades of gray and black. A biproduct of his transformation into a "true noir detective", his body refuses to let him give up, not yet at least.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
EzFake is an app that appears on any cell phone the influencer holds as long as they are holding it. The influencer need only make a selection and focus their will to project a lifelike forgery into the world in front of them. It may be an object, a creature, or even a specific person, and they can speak and make sounds as well.
The Influencer gets ready to film, and focuses fully on getting a good shot. After all, no video doctoring software can compete with a real life forgery which can be filmed from any number of directions by anyone's camera and appear legitimate.
Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their smell, hearing, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
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 Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.