Speaking in a tongue only animals of the type commanded could make or understand, the target and the commander's eyes all glow with golden light like the setting sun, and the animal understands and does as it is told.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Non-Alien Creature within 20 feet.
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.
The Cybernetic wiring pulses and glows slightly purple as the wiring redirects her brain's neurons into the wiring to process information much quicker.
You gain the following benefits as long as you have your Cybernetic Wiring on the side of your head.
Your Intellect rating is increased by 1. 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).
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:
Golden halos form in his irises, as a golden light envelops a circle around the target... all those who stand within the ring will hear a dissonant chorus of angelic voices, far beyond the range of human understanding, issuing a divine message.
Spend an Action to activate. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless they are of an Abrahamic faith..
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is golden halos forming in the irises.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Messenger of the Lord - Your word is God's will, and God's intention, any who do not follow or believe it are sinners and heathens and should be treated as such... make a Self Control Roll in order to not brand those who beseech you as sinners, heathens, and to not treat them as such..
The old man comments on how he becomes his target or takes over their body, falling unconscious immediately after. The target momentarily convulses in response, then goes still a moment later.
Exert your Mind and spend an Action. Select a Living or Sapient target within 20 feet. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of days equal to the Contested Outcome. The target has no control over their body or actions, though they retain consciousness and will remember anything that occurs during the possession. While the possession is active, the host body will have bloodshot eyes and dilated pupils, making it very obvious to anyone who sees them that something is not right.
Your original body will be left behind, unconscious, in its same location. 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, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You cannot access any of your own Powers while possessing a target. 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 are evicted to your original body. If the possession ends and your original body was killed or destroyed, you die.
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. If they fail, you remain in control.
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.
Isaac will do his best to avoid stress, but now when he does face the pain no longer eats at his weak mortal flesh, the flesh has gone numb.
After his last job, he snagged some pages and got some glimpses of notes and documents to add to his research. With this knowledge, he crafted a serum of sorts, made from the ash, that he injected into himself with a needle he stole from work. Whatever it was made his body feel, nothing, or well almost nothing, it was a familiar feeling.
While having this power, some of his veins and arteries appear much darker than normal.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Neil observes his target, letting Miasma occupy his eyes while he uses it to sense necromantic energy, alerting him to traces of death.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
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 Perception + Occult 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.