Savour Who said it's wrong to play with your food?

1
The power to learn details about others.
Used by Wren Bailey, Created by Unifel.
(This Effect is not obviously Alien when used. During Effect activation, you are obviously interacting with the target. )

Wren smiles and talks to the target, getting close and looking innocently in their eyes while her hand lightly touches their arm, or their shoulder.

Wren pokes around in the target's head with precision and intent - learning about their mental state and feeding off of it.


Exert your Mind and spend 2 Actions. Select a Sapient target within arm's reach. This Effect cannot be used unless both Wren and the target are out of direct sunlight. At the end of your investigation, roll Charisma + Influence at Difficulty 6.

You learn all the following information about your target:

  • You learn where the target sleeps, how long they tend to sleep each night, whether or not they have nightmares, and what their nightmares tend to be about.
  • You learn the target’s Traumas, Limits, and whether or not their thoughts, emotions, or memories are being influenced by any Alien forces.

The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same target more than once per day.

  • 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.

Community Power Gifts

You gain the following benefits at all times.

You are permanently and visibly transformed: Chimera. You are considered to be a Sapient, Living being when targeted..

While in Space, Tundra, or Magmatic zones, 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.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

The Hat Man's form is enough to bestow terror in even the bravest men...despite how much he hates it.

You gain the following benefits at all times.

You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Sight:You are completely obscured from sight. All attempts to detect you via sight fail. Attempts via other senses where sight would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.

You may turn this Effect on and off at will during its duration.

This Gift does not affect your clothes or equipment.

Possession of this Power grants the following Battle Scar: Hat Man - You are literally a hat man. (+2 Difficulty to all non-threatening Social Rolls towards targets that can see you) and Gaseous Form - Seeing as you are made of condensed shadows, it is impressive you can lift even this much. (You may only carry up to 10lbs per point of Brawn, instead of 15).

Possession of this Power grants the following Trauma at all times: Cowardly Cryptid - For a shadow monster, you are quite cowardly. (Whenever you would start initiative outnumbered, roll Self Control or attempt to flee).

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

You gain the following benefits as long as as long as Only affects his tail and you are engaged in unarmed combat.

Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.

You also gain the following effects:

  • Armored Fist: You cannot take damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Clash with or Defend against any melee weapons or arrows.
  • Bullet Catcher: You may React to and Defend against firearms and other projectiles.
  • Disarm: If you successfully Defend against or clash with a melee attack, your attacker is disarmed.
  • Finesse: You may limit the Damage of any successful unarmed attack you make.
  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

[Hey, Listen!]: Your words carry an imperceptible weight that not even unfavourable audio conditions can tarry. People always hear you, whether they like it or not.
[Honest Eyes]: The tells that denote the deceptions of other are far too obvious to you. A slight facial twitch. A smile held a microsecond too long. You don't always know *what* they're lying about, but if they're trying to pull the wool over your eyes - you'll know.
[No Choice But To Stan]: The effect you have on other often has them defend you when you're wronged, for reasons you can't totally know. Likely they justify it to themselves as "the benefit of the doubt", but it matters not to you. They all fall in line, in the end.
[Maddening]: Knowing the lies of others has put a certain paranoia into you - what if someone else can see as you do? Best not to risk it - though sometimes, it's unavoidable.
[The Price Of Fame]: The magnetic air that has others bowing to you does have a side effect - you're altogether to easy to remember. Disguises do little, for the mark of your importance does not easily fade. Best not to be spotted, if you need to be unseen.

You gain the following benefits at all times.

Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).

Possession of this Power grants the following Trauma at all times: Compulsively Honest - Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to lie. If you are ever required to lie for the safety of yourself or others, you must Exert your Mind; otherwise be candid.

You also gain the following effects:

  • Hey, Listen!: You cannot be ignored or unheard when directly addressing an entity.
  • Honest Eyes: Your word is accepted as honest so long as you are speaking the truth as you understand it. You can always tell if someone telling a lie without making a roll, though you may not know what they are concealing
  • No Choice But To Stan: If someone speaks or acts against you socially, anyone observing it must roll Mind, with the difficulty equal to your Charisma, in order to not defend you.
  • The Price Of Fame: Any sightings or recordings of your activity can easily be traced back to you. Even when disguised or using an alias, people always get a Perception check to recognize you.

  • Being forced to Stan will not force someone to violate any of their Limits or to engage in violence of any kind (though they may still do so of their own volition).
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Usually, she helps those she speaks to move on. When this happens, they are led through to what's next before they die again. This doesn't usually come up on contract, however.

Exert your Mind and spend an Action. Select a Dead target within 50 feet. For dead targets, you must possess their name or a piece of their remains.

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

You may only use this Effect once per target per day.

  • 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.

Stock Power Gifts

Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.

Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).

  • The time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

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.

  • This includes any objects that come into range during activation.

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.

  • Communing with terrestrial animal does not grant them intellect but does allow you to converse with them.

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.

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.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • This does not satisfy the Line of Sight requirement for targeted Effects.