Devonia will place their hand near the target, as a amber, primordial fluid flows from their hand into the target, causing small grows of feathers, horns and fur to grow before aging and withering away afterwards
The target will notably grow older overtime, and with repeated use, will eventually start sporting the same horns, feathers, and fur with enough uses (roughly 10 uses, not set in stone currently)
Spend an Action. Select a Animate target within arm's reach.
For the next 24 hours, your target does not require any food, water, sleep, or air. Your target ages 1 year over the duration of the Effect. Supernatural attempts to age you are 5 times as effective. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
Your target is adapted to their current environment for one hour. While adapted, they do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
When Gaspar was first imprisoned about 300 years ago, by 12 alchemists working in tandem, he swore to destroy their bloodlines....which probably have around 20,000 people in them by now, centred on Europe but spread decently around the world.
Exert your Mind and spend an Action. You must use up s smoking object in order to activate this Effect.
You automatically detect all descendants of the alchemists within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
If no descendants of the alchemists targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Even if there are no descendants of the alchemists within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
Whenever Echo is engaged in a battle with a shotgun, you can almost feel the piercing coldness from his eyes despite not being able to see them.
You gain the following benefits as long as engaged in combat with American manafactured weapons.
+2 dice to all American manafactured weapons rolls.
You also gain the following effects:
You are a creature born from the hands of the arcane rather than the womb of a mother. Your design is built for your purpose as a brutish servant, bulky and unappealing.
You gain the following benefits at all times.
You are permanently and visibly transformed: humanoid construct, no ears, no nose, bulky features, glowing eyes, large hands. You are considered to be a Sapient, Non-Living being when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
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 Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
Minerva wiggles her nose absentmindedly as she finds her target in the Dreamlands. Once she does, she slips into its Dream - for all things have Dreams - even objects. Once inside of its dream, she can talk with it, persuading it to behave as she desires.
"I am locked."
"Yes, but you *could* be unlocked."
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It does require her to be able to focus properly and not distracted.
Spend 2 Actions. Select a Computer within arm's reach. Can be used on Alien technology. This Effect cannot be used unless you have no Body damage and your Mind is Agitated or better. Roll Charisma + Influence, 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.
This Effect is not obvious, and the only sign you are using an Effect is nose wiggling. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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: More Thought than Form: Failing a limit roll causes a momentary crisis, and Minerva's form flickers. She takes a severity one from this.
The detective has trained their eyes (and their nose) to notice the smallest of details.
Subtle smells, small items and microscopic particles can be noticed due to this detectives keen senses.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie 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.
You may only use this Effect once per day.
The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.