Jeremy has allowed the entity to remain for awhile the entity beleives Jeremy is just a simple pawn. However that is not who Jeremy is at the least he demands partnership he doesn't work for three others he works for himself and sometimes he has others that coincide with his intentions. Now Jeremy can take back control almost exactly like a hostile takeover Killa can stay but only as a partner not as a boss Jeremy is demanding a promotion.
You gain the following benefits as long as you have your Prostetic Eye.
Your Intellect rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Jeremy fears something else controlling his mind must roll mind if he knows someone messed with his mind.
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 first summons you shall ever bear, one bound to you in mind and spirit, a being of endless trust and devotion to you after all.
Setsuna, A fallen angel acting as your guardian angel constantly, it exists and continues to do as you wish.
Exert your Mind and spend an Action.
Summon the one and only Sapient Setsuna at your location. They last until they are destroyed They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
Possession of this Power grants the following Battle Scar: tinnitus and wheeaing.
Possession of this Power grants the following Trauma at all times: Short Fuse and Delusions of Grandeur.
Exert your Mind (only for extinguishing a fire, no cost for starting one) and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start or extinguish a fire as large as a firepit's fire at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
You may spend a Free Action on your initiative move a fire as large as a firepit's fire that is within 20 feet to another location within 20 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a firepit's fire cannot cross.
Possession of this Power grants the following Trauma at all times: Pyromania.
meow meow moew
Exert your Mind and spend an Action. Select a Living or Sapient target within 20 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you organ failure. Roll Charisma + Influence 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.
Your original body will be left behind, unconscious. You may perceive through your original body's senses by Concentrating. If your original body is touched, you may roll Perception + Alertness to notice. 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 not 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. If the possession ends and your original body was killed, you may make a contested Mind roll against the host. The loser becomes a helpless observer as long as you both inhabit their body.
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 this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
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.
If you become Incapacitated or suffer an Injury Severity 4 or greater, this Effect ends.
You hold the Ouroboros Amulet over your eye and you look through it.
For Eddie Boom
Fire is plasma. It is also usually warm.
The presence of charged particles makes plasma electrically conductive, with the dynamics of individual particles and macroscopic plasma motion governed by collective electromagnetic fields and very sensitive to externally applied fields.
Eddie got that physics knowledge inside his DNA now and he's also slightly made of fire now himself. so he can see heat and electromagnetic fields
Later or earlier: sight in the dark- cause bros got laser eyes obvi
You gain the following benefits at all times. You must actively and obviously be using Ouroboros Amulet to gain the benefits of this Effect.
Your senses are enhanced in the following way.
Occasionally, Nathan's reflection will not act in accordance to Nathan and instead to their own whims.
Brilliant Deduction:
Spending some time evaluating various components of his surroundings as well as consulting the results of various methods of divination such as casting coins or yarrows, Nathan can obtain morsels of intelligence.
A piece of Nathan's hun has become much unstrung from the rest of himself, akin to dying, tethered only with a haunt to persecute him for past misdeeds and to compel him to pursue his ambition regardless of the toll.
(I Ching Coin Casting:
After casting the three coins "imbued" with his question multiple times and constructing a hexagram bottom upwards based off of the results, noting which hexagram it is, Nathan takes the changing line into consideration, the existence of which denoting whether or not all the factors in the question have come into play yet, and creating another hexagram if so, following the process.
After finishing, the result can be consulted from the I Ching, which details explanations for hexagrams depending on all the factors above. The difficult part is interpreting and figuring out what's underneath the explanations, which is riddled with symbolism and metaphors, and formatting that into something intelligible, which is primarily done in the head, perhaps with some aid from pre-existing information.)
You gain the following benefits at all times.
Your Intellect rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. 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 + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
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.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.