Like no one's there at all. Where'd he go?

4
Requires Seasoned
You possess an ability to partially hide from sight.
Used by Mothman, Created by Redchigh.

Mothsman is ever elusive, at times seemingly blending into his surroundings, and disappearing from sight. Rather than a physical or chemical change, it is a psychological effect on the observer.


You gain the following benefits at all times.

You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Arcane: You are partially obscured from being noticed by all senses, natural and supernatural. All attempts to notice you are rolled at -3 dice.
  • Smell and taste: You are completely obscured from smell and taste. You do not leave scent trails while this Effect is active. All attempts to detect you via smell or taste fail. Attempts via other senses where smell or taste would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Community Power Gifts

Wren pokes around in the target's head almost subconsciously, getting them to admit the kinds of things that she feeds on. Usually, the target feels like they've had a load taken off their shoulders once they're done speaking.

Spend one minute. Select a Sapient target 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 Charisma + Influence at Difficulty 6.

You learn all the following information about your target:

  • You learn where the target sleeps, how long they tend to sleep each night, whether or not they have nightmares, and what their nightmares tend to be about.
  • You learn the target’s Traumas, Limits, and whether or not their thoughts, emotions, or memories are being influenced by any Alien forces.

The quality and specificity of information gained depends on your Outcome.

This Effect is not obvious, and the only sign you are using an Effect is Wren's eyes become tinted slightly red. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

Any information you gather is conversational and made publicly available.

This Gift's Cost is capped at 2 and cannot be increased further.

You cannot investigate the same target more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a snap of a finger to “ping” with your echolocation each Round you wish to use it.

You gain the following benefits as long as In Combat.

You can run at two times your normal movement speed.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

You gain the following benefits at all times.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

You may transfer your Armor to another target within 30 feet once per Round as a Free Action. You may transfer it back to yourself at any range.

Ballpit witches travel through a space between dimensions accessible due to a ripped connection from pit to pit that gets reconnected, it's essentially a normal with the pit acting as a sort of conduit of power due to delusion.

Exert your Mind and spend an Action.

You may move easily and without a roll in any of the following situations. Lasts 2 hours.

  • Land Swimmer: You are able to swim through sand, mud, snow, and other semi-solid materials as long as they are made of loose pieces or are not particularly dense. While doing so, you move at your normal movement speed.

As long as this Effect is active and you are traversing a terrain it covers, your movement speed is doubled.

Possession of this Power grants the following Trauma at all times: Anti-Social.

Stock Power Gifts

Exert your Mind and spend one minute. Select a Living target within 20 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.

If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:

  • Poisoned: The target gains a Severity-1 Injury which ignores Armor and doesn’t heal naturally. For every hour that passes, they receive a new identical Injury. If this new Injury would kill them, they roll 1d10 at Difficulty 6. Success cures the condition; otherwise, they will die.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.

This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.

You receive +2 dice to any rolls to pilot a vehicle.

You also gain the following effects:

  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.

You gain the following benefits at all times.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • Gifted: You get +3 dice on any rolls related to medical care as long as treating an Injury.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.

Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.

Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology 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.

When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.

  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.