Glyphic Insight No use in crying over spilt secrets.

3
The power to learn details about others.
Used by Thia Fall, Created by Shadelight.
(This Effect is not obviously Alien when used. During Effect activation, you are obviously interacting with the target. )

If the gift is used by grabbing the target physically, a black imprint of the grab is left on their flesh - if applicable - which fades away over time. Additionally, the edges of the imprint are surrounded by equally-black, unknown, intertwined glyphs. While the imprint normally fades away completely within hours, it may instead remain for longer, up to a week, in proportion to how fiercely the target opposed the gift's usage on them. (lack of awareness at the time of gift usage results in the normal hour-or-so fadeaway time)

If the gift is used via blood of the target, the blood in physical contact with the user darkens as it coalesces into black, ever-shifting glyphs which get drawn to and absorbed by the user's skin. All blood within the same pool gets drawn to the point of contact as the gift is being used, with the draw being stronger the closer it is to the user. The wound of the target from where the blood being used had originated from darkens as well, with the edges getting surrounded by equally-black, unknown, intertwined glyphs.

In either case, the parts of the gift user's flesh which interacted either with the target or the target's blood in order to activate the gift are also graced with the same type of black imprint as described above, glyphs at the edges included. The fadeaway is linked to the fadeaway of the imprint on the target.


Exert your Mind and spend 2 Actions. Select a Sapient target within arm's reach. You may select a target at any range if you use up blood of the target. At the end of your investigation, roll Perception + Occult at Difficulty 6.

You learn all the following information about your target:

  • You learn a hidden desire of the target. Roll Outcome determines the relevancy / secret-ness of the desire.
  • You learn the target's name, nicknames, screen names, and aliases.

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 as long as you have not harmed a living being in the last 24 hours.

You are permanently and visibly transformed: a humanoid with green skin and plants growing on their skin. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 1.

Your body is adapted to Persuasion. You receive +3 dice on non-attack rolls related to Persuasion.

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.

Your appendages have 30 feet of reach.

Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.

Possession of this Power grants the following Trauma at all times: Pacifist - You find the act of harming another impossible for you. (Whenever you would try to harm another living being, roll Self-Control or be forced to stay passive) and Nature Boy - You find yourself viewing nature similarly to that of a thinking person. (Roll Self-Control when you would attempt to harm nature or allow harm to come to nature).

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • You may stretch, retract, or move your limbs 30 feet once per Round.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You are permanently and visibly transformed: you are an android, with pale skin and red eyes. You are considered to be a Sapient, Non-Living Computer 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 irradiated/Radioactive environment, 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.

You may make a +2 Weapon Damage fires a silver spikes from my wrist. automatic rifle +3 and + 2 damage attack without additional equipment.

You cannot ignore or decrease the effects of Stress for any social rolls you make.

Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.

The Severity of any Injury caused by electricity is increased by 2.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You get +8 dice to any Body resistance rolls you make. You also gain the following effects:

  • Inoculation: If you succeed a Body resistance roll against an Effect, you are immune to that Effect for the next 24 hours.
  • Purge Toxins: You may take a Severity-1 Injury to cancel the effect of any non-Alien drug, poison, or toxin in your system, as long as you are aware of its existence.
  • Total Immunity: You are immune to all diseases, venoms, and toxins, including Alien ones.
  • Got It Bad: If you fail to fully resist an Effect, your Outcome is considered to be 0.

Possession of this Power grants the following Battle Scar: Missing Fingers: Triggered the onset of the power, after magical daggers were used to remove fingers as tokens..

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

Exert your Mind (unless charles witnesses a crime be committed) and spend an Action.

As long as you maintain Concentration, you can take Actions and interact with things that are within 300 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 6 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You may use this Effect to take non-Combat Actions on targets which are out of sight, provided you have an understanding of their location.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You are able to effectively wield weapons to Attack, Defend, and Clash with this Effect.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to 300 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You may control 6 total objects at the same time. Their total weight cannot exceed what you could lift with your given Mental Strength.
  • Lifting and hauling: you may lift 180 pounds. If you Exert your Mind, you may lift up to 2000 pounds for one hour.

Possession of this Power grants the following Battle Scar: Shoulder Subluxation.

Possession of this Power grants the following Trauma at all times: If someone aims at him with a gun, must roll mind to not become aggressive.

  • Using this Effect on targets which you cannot see will not give you any descriptive information about their location or surroundings, though you will have a sense of whether or not you are “touching” them, or if they bump into something.
  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

You gain the following benefits at all times.

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

Possession of this Power grants the following Battle Scar: scar across the face. All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar.

Possession of this Power grants the following Trauma at all times: You have a natural distrust of everyone around you, and are always on edge looking for threats..

You also gain the following effects:

  • Absorb: As you are receiving an Injury, you may Exert your Mind to reduce its incoming Severity by your rating in Extra Brawn.
  • Heavy Hitter: Successful attacks made with Brawn will either knock your target back Outcome x 5 feet, or knock them down to the ground. Choose which effect the attack will have prior to rolling for it.
  • High Constitution: You gain +2 dice to any Body resistance rolls. Any failed or botched Body rolls will instead give an outcome of 1.
  • Tough: You gain Armor equal to half your Brawn rating. This Armor cannot be penetrated or shredded and protects against falling Damage.
  • Ham-Fisted: You cannot limit yourself when handling delicate objects or physically interacting with people. You may need to roll Dexterity + Athletics to avoid breaking things or causing unintended injury.

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

Stock Power Gifts

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

Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make melee Attacks. Their unarmed Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are not obviously Alien.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

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:

  • You learn a hidden desire of the target. Roll Outcome determines the relevancy / secret-ness of the desire.
  • You learn their relationship to a specific individual (chosen prior to the effect activation).

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.

  • 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. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.

If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.

If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.

This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.

  • 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 Computer within arm's reach. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.

If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.

Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.

Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.

  • You cannot hack things outside of your range over remote connections such as the internet. The system you are affecting must be physically within range.
  • 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 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 penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • 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.