Kayleigh has always had an uncanny affinity for beasts-- animals seem to see her as a kindred spirit, and don't regard her with the same fear and mistrust they do other humans, even going so far as to help her out where they can.
Perhaps it's this ability-- this kinship with the creatures of the wild-- that lead her to survive that faithful hike nearly twenty years ago. When Kimori and their pack came across the scared little girl deep into the mountains, they did not see her as threat or prey, instead adopting the child of man as one of their own.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. 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.
Possession of this Power grants the following Trauma at all times: Empathic: When you come across a creature in distress, you must roll Self Control or be compelled to save them, even at personal risk..
Upon activation Feather turns into a large Bald Eagle and flies up into the sky
Exert your Mind (unless you win a coin flip) and spend an Action to activate. This Effect cannot be used unless When Believed to be in Danger.
You may levitate off the ground at three times your normal walking speed. The effect lasts for the next minute, though you may choose to end it at will.
All I gotta do is smile. And people just want to do what I say. It's a nice ways of getting shit done.
You gain the following benefits as long as you have your Hair.
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).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Squirrel's more at ease with beast, than man. He treats nature well, and nature treats him well in return.
With a little time, some food, and a calm, stern voice, Squirrel finds animals will lend him their ear, even the odd favor when needed but he always repays their good will.
Exert your Mind and spend an Action to activate. Select a Creature within 20 feet. This Effect cannot be used unless Must feed the creature or otherwise provide a service to the creature.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. 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.
Because of the girls’ joint life force, Grace cannot be killed by mundane means. Perhaps she never could, or perhaps she hit a benchmark in power that solidified this. The only thing that can truly take her down is the removal of her belt of dead man’s hair, and of course, an exorcism. On the event of her death, Obedience and the rest of the menagerie leave with a heartbroken wail as all of Grace’s injuries, hunger, thirst, and exhaustion that were prevented by her catch up and wither the girl into a bloody husk.
When Grace and Obedience first met, Obedience saved her life. She had been fatally wounded, curled on the pavement and crying in a pathetic anger before her attacker. Neither of them wanted her to die, and that is the reason they joined in the first place. Light filtered through the blue, wraith-like form of her future best friend became some perversion of the light at the end of the tunnel… and she woke up healed.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
While Incapacitated, your only weakness is a proper exorcism, and if you take damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will never kill you. If your weakness is not immediately intuitive or obvious, attackers may be able to make some sort of knowledge roll to discover it, at GMs discretion. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
You gain the following benefits at all times. You must actively and obviously be using Surgical Equipment to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
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 Objects 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.
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
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 Objects 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.