Nathan looks at his mirror watch as he grabs out a small handheld mirror. On the handheld mirror is the image of a parrot mid-flight. His reflection attempts to invade the creature's own, a process much easier if it already has embedded part itself into it. Nathan shatters into shards that are sucked into the isolated image, reforming in its eye for a brief moment.
Exert your Mind (unless the target is a creature under your supernatural command) and spend an Action or Reaction. Select a Creature target within your line of sight.
You possess your target and have control over their actions for the next hour. You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You have access to your Powers from within the host's body.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
When Jacob decides to use this power, he must be within arm’s reach of his target. If the target is unwilling, Jacob’s natural charisma comes into play as he attempts to sway them—using a blend of persuasive charm and subtle manipulation to lower their defenses. A successful use of his power results in an almost invisible exchange, like a whisper of energy transferring between him and his target.
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 Charisma + Influence 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 a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
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.
Johnny begins to curse the target as godless heathens. Light filled with what Johnny images the wrath of god to be travels towards the enemy dealing damage. The insults spoken are inside of the light. To stop the false Sheppard’s trying to lead the children of god away must be stopped.
“Gods blessing come over the heathens because that is the will of god.”
2Th 1:8,9 “He will punish those who do not know God and do not obey the gospel of our Lord Jesus. They will be punished with everlasting destruction and shut out from the presence of the Lord and from the majesty of his power”
Johnny has been backstabbed by friend and foe alike. He needs some to protect himself. Not from his enemy’s but from everybody it seems.
Spend an Action. Select a target within 50 feet. Roll Charisma + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Trauma at all times: Paranoia of Blasphemous Sinners.
Even though the augmented body parts remain almost identical after the procedure, when the subject is ready to use them the appearance of the limb will change showing the mutated form. After the subject finishes using them, the limb goes back to normal. To archive this effect the user of this gift must perform a small surgery on the desired limb he wants to modify.
This gift, born from the remnants of José Ramos legacy, is a marvel of modern science intertwined with the unpredictable beauty of biological mutation. This power, though divergent from José’s, allows the wielder to mold flesh and bone at will, sculpting the human form into a living testament of adaptability and evolution.
When the serum courses through the veins, it whispers secrets of potentiality, enabling the user to alter their physical form with precision and purpose. Claws can spring from fingertips, mobility can be enhanced to superhuman levels, and limbs can morph into versatile tools, each mutation a symphony of biological artistry. Once the need for transformation ends, the limb gracefully returns to its original form, leaving no trace of the extraordinary metamorphosis it underwent.
Exert your Mind and spend 30 minutes. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the surgery to give a mutation must be done without any anesthesia and it’s a really bloody and messy procedure.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Electra's skin molts like a suit made of silk, her lower half becomes replaced by a wave of spider legs that lift her up to reveal a massive half-spider half-human hybrid. While the center of her mass is accentuated by a human torso, her front side houses a spider maw filled with fangs that contain deadly venom.
Exert your Mind and spend an Action.
You transform into an Arachne for 3 minutes. You have access to all of your Powers while you are an Arachne, 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 and your Perception is increased by 1. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
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.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
Rico slightly leans his form to a lower height and traces a familiar aroma of torn flesh back to it's origin. The modifications he made has worked.
Borrowing from the biology of various canine animals, Rico has managed to develop a much more potent sense of smell.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
The beastmaster can speak to and understand any animal.
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.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
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 Non-Alien door, container, knot, or lock within arm's reach. 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.