Emily smiles softly, talking with the current subject of her fleeting interest. And as she does, she breathes in.
Some things, her biology can smell. Their path, the tiny bits of sweat and hair and oil they leave as they travel.
Some things, she can smell in a... different way. Some things, the Grail whispers to her. What they hunger for, what they lust for, and how they swim in these drowning waters.
So much is put into one's sweat - even their needs.
Increase your sacrificial Injury's Severity by 1 and spend a minute. Select a Sapient target within arm's reach. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
You cannot investigate the same target more than once per day.
Jenn leaves an afterimage similar to borrowed time, which over three seconds seems to be sucked into the target's outline.
Exert your Mind and spend an Action. Select a Living or Sapient target within arm's reach. This Effect cannot be used unless your target is the person who was with you and borrowed time is ending. Roll Dexterity + Athletics 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 hours. 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 and Intellect. You may use either your own or the host’s Ability ratings, whichever is higher. 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.
While possessing your target, you may put them into “autopilot.” During this time they will act as they would normally for the situation without the knowledge that you are/were possessing them. This allows them to act “normal” around social contacts, type in passwords if they want to log in, etc. You have no control during this time.
If the Contested Outcome of your activation roll is 4 or higher, the activation cost of this Effect is refunded.
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.
You may only use this Effect once per day.
Sir Seymore Alonso is fastidious in the maintenance of his equipment. How can a knight be seen with a slovenly appearance? His sword must be sharp and well-kept, and his armor and shield shine so cleanly that the sun gleams off their surface, and be polished enough that you could nearly see your face in them.
When Seymore polishes his equipment and utters prayer to the Lord for their reliability, they take on incredible qualities. A shield or armor feels lighter, and a sword becomes impossibly sharp. The Lord would never allow the equipment of one of His faithful champions to fail him.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a non-Alien trappings of a knight (melee armaments and metal armor) within arm's reach. You must actively and obviously use polishing rag to activate this Effect. Can be used on Armor.
Lasts the next day. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed. Upgraded Armor is shredded by half the normal amount. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up , and any armor penalty it causes is reduced by 1. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.
Upgraded items have half their normal weight, for the purposes of encumbrance.
Possession of this Power grants the following Trauma at all times: Delusion that you are a knight-errant facing a series of quests. You must insist that other contractors are your fellow knights or your squires, and you must introduce yourself as Sir Seymore Alonso, must give your name if asked, and cannot willingly conceal this identity.
You shoot out a lazer beam from your eyes that is ruby red and color
Exert your Mind and spend an Action to activate. Select a Living target within 45 feet. You must actively and obviously use Diamond pendent to activate this Effect. Roll Brawn + Alertness 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 3. Armor is fully effective against this damage.
Injuries caused by this Effect do not heal naturally. They can be Stabilized, but will not reduce in Severity unless they are healed through an Effect or some sort of supernatural ability.
If the target receives an Injury, they are knocked back 5 * Severity feet.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
If the target takes damage from this Effect, they will receive at least a Minor Battle Scar regardless of the Severity of their Injury. The specifics of the scar are up to GM's discretion.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Your face distores and you take on almost a demon like appearance.
Possession of this Power grants the following Battle Scar: Your diamond pendent fuse in with your chest slighlly turn the area around it dark Metallic blue.
This cat can talk. Reaching into your mind to reach out with a narration of their needs.
After asking the cat where it comes from, it brushes the question aside and merely requests that you take it where it wants. When you inquires as to why, the cat merely states that it wants to have fun there.
Spend an Action. This Effect cannot be used unless the target has previously pet the cat.
You may send a single message to all targets which are within a specified range. It can be no more complicated than a multi-page letter or a long email.
You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is the cat waving their tail pretty slowly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Compulsive liar.
the flesh weaves together as niklas sits and helps the patient through the pain hoping to mend whatever organs flesh or what be is injured or lost.
Use up this The panacea (unless you succeed on 1d10, Difficulty 7) and spend 1 minute to activate. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Roll 7 dice Difficulty 6, penalty does not apply.
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 As the Skin weaves together as the patient screams in pain.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture 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.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. 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.