Hunters Mind Take a deep breath... and focus

1
You possess tolerance to pain and distractions.
Used by Abbas Oliver Serna, Created by GreenAppll.
(You must actively and obviously be using Dolphin teeth necklace.)

With a deep breath, steady thy hands, calm your heart, and take aim...


You gain the following benefits at all times. You must actively and obviously be using Dolphin teeth necklace to gain the benefits of this Effect.

Your Stress from Injuries and Mind Damage is reduced to 0.


Community Power Gifts

You gain the following benefits at all times.

Your Dexterity rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Centered: You have perfect balance. You cannot be knocked over and can maintain your footing regardless of the size or stability of the material underneath you. For the purposes of encumbrance and load bearing, you weigh 5 pounds.
  • Infinity-Jointed: Your body is incredibly flexible, allowing you to maneuver and squeeze through tight spots as if you were the size of a cat, and you get +3 dice to rolls which require extreme flexibility, such as escaping grapples.
  • Reactionary: You gain an additional Reaction each Round. You cannot take an Action after taking a Reaction.
  • Track Star: You may always move at your full Dash speed without any penalty.

  • You cannot React to the same Action more than once.
  • Reminder: to calculate the distance you can dash in one Round of combat, add together Dexterity + Brawn + 1, and multiply that by 5 feet.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action. Select a Sapient target within arm's reach. If a target does not consent to the transfer, you must roll Mind at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.

You may choose one each of as many things as you like from the following to transfer from your target to yourself, or from yourself to them:

  • Up to 3 points of an Attribute. Lasts 2 hours. The giver suffers a penalty of up to -3 dice to all rolls using that Attribute, capped at their rating. The receiver gets the same dice as a bonus to all rolls using the Attribute.
  • A single Trauma
  • Up to two points of Mind damage
This Effect cannot be used again for the next 3 Rounds.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see fill.

Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.

Possession of this Power grants the following Battle Scar: fill and fill.

Possession of this Power grants the following Trauma at all times: fill and fill.

  • Transferred Attribute ratings do NOT affect Body or Mind scores but DO affect Body and Mind rolls if a relevant Attribute has been drained, as well as encumbrance, movement, and other mechanics related to the Attribute in question. Dice bonuses and penalties from multiple activations do not stack.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

The parasite that’s worked into River’s brain has psychic potential that they’re only barely beginning to understand, but it loves their natural charisma. Tips at the coffee shop have never been better.

Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. You must actively and obviously use a shiny ring to activate this Effect. Your target may be actively 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 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.

You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.

  • You cannot order your target to endanger themselves, but you may order them to flee, attack a certain target, take a defensive or offensive stance, or similar.
  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Minerva's powers begin to manifest fully with this. Almost subconsciously, the young girl can change the world around her. Occasionally small things change without her thinking about it. But when she focuses... she convinces the universe her playthings are real, and it accepts this, with reservations.

If they are treated roughly, however - damaged or stressed at all, by anyone - the universe remembers, and such illusions evaporate into smoke.

Minerva deals poorly with pain or stress, having lived a pampered life and having little experience to see her though them. Physical pain at all keeps bringing her mind back to that, and she's unable to assert her will properly. Stress does the same - as soon as she's distracted, she's unable to focus, unable to make her will come forth as easily as it normally does.

Finally...under the surface, in the depths of her mind, lurk darker thoughts. Her practice with altering the world comes into full manifestation when she panics and loses her composure, her fears seeping in.

Exert your Mind (unless you have no body damage and your mind damage is agitated or better) and spend an Action. Select a target within 45 feet. 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 for the next two hours or you choose to end it. It can be perceived by people through all of their senses. 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 struggles against the illusion hard enough to break a window or who would be damaged by the illusion realizes it is an illusion, and the entire effect will be ended for all targets.

The illusion is not fixed to the initial target, and may move about at a maximum speed 30 feet per Round. 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.

  • while you can use an illusion to obscure something smaller, you cannot make anything directly invisible (you can’t make a tank look like a regular baseball, but you can hide it in an illusion of a giant baseball).
  • You may only puppeteer a single illusion at once.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

Your Stress from Injuries and Mind Damage is reduced to 0.

Stock Power Gifts

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 can tell the age of any structure or natural formation in the area. This includes trees and plants growing in the area.
  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a Dead target within arm's reach. Dead targets must have died within the past week, and you must have their remains in your possession.

The target can communicate in your language for the next hour.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits as long as you are submerged in water.

You no longer require any food, water, or air in order to survive.

You can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act.

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 as long as you are engaged in combat with playing cards.

+2 dice to all rolls utilizing playing cards.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.