You can speak to and understand any animal. Others who witness cannot make out what you are saying, just incomprehensible nonsense to anyone who cannot also commune with animals. Not words or babbling, more grunts and random mouth and throat noises. The animals only seem to make occasional, natural noises, not even constant. Closer observation will notice a golden sheen in the eyes of you and any animals you are communicating with or even just hearing.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
After devouring someones brain, their memories flood into you giving you insights into what you might want to know about them.
Exert your Mind and spend an Action. Select an Animate target within arm's reach You may select a target at any range if you use up the brain of the target. You must maintain Concentration while the effect is active. Roll Brawn + Survival at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you must eat the brain of the target of whom you are acquiring the memories of.
Mummies over time have developed the ability to avoid the need for food or water. They tend to have little time for such mortal uses.
You gain the following benefits at all times.
You no longer require any sleep or air in order to survive.
Instead of food and water, you must consume Fermented corn alcohol daily for sustenance. For every day you fail to consume it, you lose a point of Brawn. If your Brawn falls to 0 in this way, you die. Your Brawn is fully restored to normal as soon as you fulfill your dietary needs.
underneath Fred's skin is a layer of dried and crystalized blood that has been developed by absorbing far more blood than anyone should through his pores due to his job both on and off of the contracts, but not only that Fred's special connection to the blood that he spills has caused that layer to harden and compress forming a sort of armor under his skin
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Possession of this Power grants the following Battle Scar: Disfigured (corpse stench).
When under the Warp Spasm, Morgan is impervious to pain or distraction, fighting on to the bitter end as long as she wears a golden torque on her arm.
You gain the following benefits as long as Alternate Form is active. You must actively and obviously be using Arm Torque to gain the benefits of this Effect.
Your Stress from Injuries and Mind Damage is reduced to 0.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Your body is perfectly preserved in a state of semi-life.
Charlie is a spirit possessing the corpse of a teenage girl. Because of that, she does not need to abide by the common rules of mortal survival.
Her nature also gives her a kinship with the dark underground, as well as the spaces 'between' space.
You gain the following benefits at all times.
You are permanently and visibly transformed: a pale girl who does not need to breathe, but is secretly a corpse. You are considered to be a Sapient, Non-Living being when targeted..
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
While in voids between reality or underground areas, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Possession of this Power grants the following Battle Scar: Forgets to Breathe. Flip a coin when entering a social interaction with someone unaware of your nature. On a failure, gain +2 difficulty to Charisma rolls towards them as you forget to pretend to breathe.
Possession of this Power grants the following Trauma at all times: Soul-Tied: Compulsion to hold onto a specific informational train map pamphlet.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. 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).
You also gain the following effects:
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.