Speaking in Tongues ....

3
You possess the ability to communicate with humans and Sapient beings.
Used by Father Jarrod, Created by SeedofEntropy.
(It is clear that you are communicating with the target. )

...


You gain the following benefits at all times.

You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.

  • The target of "human" refers to any target that speaks a human language.

Community Power Gifts

Upon completing his first contract, a supernatural being reached out telepathically to Eithan and introduced themselves as the Soul King. The Soul King has chosen Eithan as one of their heirs and granted him a taste of their power to begin growing his own. Eithan's soul has evolved into a source of power. Sending a piece of his soul into other beings and returning willingly allows him to build and fortify his soul power further. If not evicted, he can even restore his spent soul power.

Exert your Mind and spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet.

You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious, in its same location. You may perceive through your original body's senses, at a -2 penalty to all Actions while doing so. If your original body is touched, you get a Perception check to notice. You may spend an Action to end the possession early.

Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.

Gifts: You do not have access to any Gifts while you are possessing your target.

Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.

Eviction: You are able to engage in combat or take other risky actions without being forced out of the host’s body. If you are forced out of the target's body prematurely, you must make a Trauma roll.

  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • 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.

One night in my cave a wolf arrived that had been in quite the brawl. One ear was barely hanging on by a scrap of fur. I fed the beast and cleaned it's wounds and in return I was able to keep his ear as a token. He is now a wary ally, but I hope we may become dear friends.

Exert your Mind and spend an Action to activate. Select a Creature within 20 feet. You may select a target at any range if you use up Wolf's ear of the target.

For the next day, you may issue specific commands to your target which they will be compelled to follow.

Your commands must be relatively simple and within the target’s intellectual grasp. 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.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • 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.

Exert your Mind and spend 1 minute to activate. You must actively and obviously use Doctor's Bag to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.

A circus is filled with many things that arouse the imagination, from highwire acts to clowns, even illusionists and wild animals seemingly tamed! But one truly captivates the heart of every child. The Balloon modeller. They go by many a name, but every single one knows how to turn your classic balloons into anything a child can imagine! Want a dog? It's right in front of you with a few simple twists! A pirate sword! You got it sport, swashbuckling away all day with that squeaky new cutlass. You need a gun in a hitch? Well, I know a person who's got you covered. Balloon art is just the start, balloon manufacturing; that's a whole new level of creativity at your fingertips.

Watch as the amazing stranger crafts an immaculate 50 calibre sniper rifle right before your eyes! Gasp as his balloon outfit creates a stunning suit and tie! And gawk at the amazing balloon mallet with realistic head crushing capabilities!

Exert your Mind and spend 1 minute.

Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.

Roll Dexterity + Crafts to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.

  • The Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).

Exert your Mind and spend an Action. Select a Animate target within 300 feet who can perceive you through. This Effect cannot be used unless In alt form. You must actively and obviously use A Cross to activate this Effect. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If you succeed, the target will keep their full attention focused on you for Contested Outcome in minutes. They will automatically fail any rolls related to noticing anything other than you.

If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.

This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.

You may activate this Effect as a Reaction to contest any Action a valid target is taking. The target does not roll to resist, and beating their Outcome does not fascinate them. This interrupts Concentration.

This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.

  • 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.

Stock Power Gifts

Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.

Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).

  • The time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • 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.

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.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

You gain the following benefits as long as you are biting and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 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:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits as long as you are in werewolf form, 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:

  • Brutal Strikes: If your attack inflicts a Battle Scar, you may choose which of the appropriate-severity Battle Scars the target suffers. If it causes a less severe Injury, you may inflict a Minor Battle Scar of your choosing.
  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.

  • The treatment time may be broken up into multiple sessions if necessary.
  • 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.