The Veil "Y̷̯͊̿̄̈́͂̎͝͝ŏ̵̧̡̨̙̖̥͂͌̈͜û̷̬̠̥̟̫͖̯͋̑́̽ ̴̡̨̡̛͓̪̳̲̼͙̋̊́͒͊̆́̉̓͂͜͝͝͝d̷̨̛͖̤͕̞̠̟̤͙̟͐̿̎̀͆̀̎͒̆̑̏͐̋͘o̴̢̢͇̦̤̘̪͓͂n̴͕̣͉̱̺̮̜̓̍̀̍͊͛̉̌͗͜͝'̷̢̘͇̖͚̝̂̽͆̅̉̾̔̓̐̍͂̚̕͝͝t̷̛̤͖̤̮͓̥̖͔͓͖̻͖͚̗̀̋̈́̈́̓̒͊̔̇̏̉͘͝ͅ ̴̨̨̛͍̼̩̬̜̼̺͓̼̜̟͙͙̾̊͊̂̈́̕͝w̸̨̨̲̩̻̤̭̩̝̹̰͇̓̽̅̆̒͑̐͘͘á̵̡̝͚͉̠̜͚͚̯̘̦͓̣n̴̯̱̖̭͋͐̓t̶̢͕̣̘̜̦̖̙͖͎̂̉̋̅͑͐̆̂͑̈̌͊͠ ̵̝͈̬́̐̅̍t̴̨̯̘̙̥̫͍̹͔͖̔͛͋̑̀̅͑̌͊̋͝o̸̢̤̟̗̖̝̝̙̘̍͂̑̽͜͠ ̴̧̤̥̗͙̳͙̲̞̦̹͖̪̙̊̂̀͆ͅs̷̼͇͕̱͚̞̣̻̥̬̳̃̃̿̓̓͋̎̉͆̒ȅ̴̦̗̪͙͓͚͍̟̄e̷̡̝͚̤͚̮̦̬͙̦̍͜ ̶̝̖͍̥͕̮̜̟̤͈͓̫̈́͐̀̔͆͑́͂̈́́̇̚͜ͅb̸̢̢̜̳̞͍͈̝̈ͅę̵͔̙͍̞̮̼̬̪̣̞̐ͅͅh̵̛͎̬̹̀̈́̇̄͂͗́́̆͠͠i̸̜̹̽n̵̥̼̯̞̓̐d̷̞̜̯̩̅̾̅͊̍̿͒͂ ̷̡̯̽͐t̷̛͇̼̱̼̳̉̂͂͌́͜h̵̨̨̨̤͈̗̭̫̦̯͓͍̥̼̟͘ẹ̶̢͓͕̤̤̭͖̦̟̺̟͍͊͂̾͗̇̉̓̾͘͝ ̶̧͎̖͔͈̻͈̃̊͜v̶̢̲̝̠͙̫̣̥͑̒̃̒̚̕͝ē̶̡̼̣̘̦̊̌̌͗̔̓͌̊́̐͝i̶̛̛̩͖̯̫̿͊̏̐̎́͝͝l̷̮͇̗͖͉͕̫̾́͛̉̇͐̋̕͝ͅ.̴͕̥̦͍͍͕̫̫͎̮̬͐̂̓̎̑̊̈́̿͑̀͝͝ͅ.̷̗̱̦͛̀̊̾̚.̵̣̞̔͆̓̈́̈́͆͐́̎̀͜"

1
Requires Seasoned
(This Effect may or may not be obviously Alien when used.)

arthjgk


You gain the following benefits at all times.

You and everything you are carrying is 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 or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

This Gift does not affect your clothes or equipment.

Possession of this Power grants the following Battle Scar: Terrifying Visage - You are off-putting at best. (All Social Rolls not reliant on fear are at +1 Difficulty. The Beatiful Asset is suppressed as long as this Battle Scar persists).

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Community Power Gifts

Exert your Mind and spend an Action.

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

Exert your Mind (unless Minor inconvenience) and spend an Action.

You transform into Many more birds for the next day. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.

While in this form, you can squeeze through any gap that a rodent could fit through. You may fly at your standard movement speed.

Damage from standard attacks is halved, but Damage from AOE effects is increased by 1.

You cannot communicate while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.

While transformed, you can make an unarmed attack using Body as your attack roll. The target may contest by dodging or Defending. This attack deals +2 damage.

You have access to your Powers while transformed.

You may use equipment while transformed.

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Performance at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.
  • 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 1 minute. Select a Living or Animate target within arm's reach. You must actively and obviously use sewing needles to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the flesh seemingly moving on its own to follow the needle, the wound ending up looking like somebody sculpted it back into place like putty.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Unstabilized wounds do not degenerate during treatment.
  • 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.

All of her senses deepen, making her shiver at a touch.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • Thermal: You are able to "see" heat signatures within your line of sight.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

Stock Power Gifts

Spend a Quick Action.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.

You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.

The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • Depending on the length of your message, it may take a target some time and/or effort to understand it in its entirety.
  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • You can target yourself if you qualify as a valid target by the other requirements.

Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.

If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.

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: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.

Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.

Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.

Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Access to equipment-based Gifts such as Signature Items depends entirely on whether you are holding the relevant object, and is not impacted by whether or not you are possessing a target.
  • 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.

You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.

Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.

For the next day, you may issue specific commands to your target which they will be compelled to follow.

Your commands must be relatively simple and within the target’s intellectual grasp. 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.

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • 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.
  • 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.