Possessed by a jiaojing, Zong can weave subtle suggestions into others’ minds, bending their will with a whisper. But when others dismiss or ignore him, the spirit’s spite seeps through—demanding attention, retribution, and control.
Exert your Mind and spend at least one Action. Select a Human target within 20 feet. Your target may be actively 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 hours. 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 and a conditional request. 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.
Possession of this Power grants the following Battle Scar: Bad back.
Possession of this Power grants the following Trauma at all times: Puppet of the Jiaojing.
The animal's extremities seem to move in impossible patterns, blocking bullets and knives with feather and flesh
You gain the following benefits as long as you're transformed and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
<DESCREVER DEPOIS>
Exert your Mind (unless you win a coin flip) and spend an hour. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
When Selma uses her art, the air feels heavier, as if the world itself pauses to watch. Wounds seal over with a quiet shimmer of sterile, silver-blue light — not like healing, but like editing. It’s not kindness that stops the bleeding; it’s control. Somewhere in the corner of the patient’s eye, Selma’s hand lingers a moment too long, as if memorizing exactly how to undo it.
Selma’s precision is not born of compassion, but of mastery. Every cut she binds, every heartbeat she saves, she does so on a leash she holds tightly in her palm. "Doctor’s Precision" is not a gift freely given — it is a loan, and she alone decides when the debt is called in. Her patients live at her mercy, each stabilization a quiet signature on an invisible contract: I let you walk away... for now.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
You quickly and easily deduce the usage of tools in your possession.
This gift is situational, and is only firearms mastery because he possess (HARMONY) as one of his main weapons, this gift may change.
You gain the following benefits as long as Harmony is the only weapon used so far, this effect turns off when any other weapon is used. and engaged in combat with HARMONY.
+2 dice to all HARMONY rolls.
You also gain the following effects:
A chef has a good eye on what may fit a customer's taste. Learning how to talk to them, interact with them, give a show and a performance with his cooking. Charming and interesting, a aura that feels inviting and relaxing.
Bu fang life as a chef has grown and developed the way he talks with others and keep them talking. He gives off an aura that is friendly and is charming, a aura that makes anyone that meets him want to see him cook.
-Edits: Removed Honest Eyes - while that is an incredible power, it requires effective communication to use well.
-Added Samson: Bu Fang's Knife. Reasoning is simple - if you have Signature Item, it's not like you can lose it forever, can you?
-Added Come Again: A much needed cure for foot in mouth disease. Having this ability means you always present well, no matter what.
-Added Like a Book: Knowing what people respect/disrespect is incredibly powerful & on point for a Chef, & gives you unassailable info without an exert
Overall, an underutilized power, that could use more investment
You gain the following benefits as long as you have your Bu Fang's Knife.
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:
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
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.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.