Bill pulls a seed out of a seed packet and forcefully shoves it down a creature's throat. The creature becomes unnaturally calm, its eyes glazing over as the seed sprouts out of its skin and Bill takes control of its mind. The visuals of the blooming plant life are dependant on the type of seed Bill uses, in most cases it will be a crop commonly found on farms (i.e. corn, carrots, potatoes, etc.). The physical changes made to the creature are permanent and will persist after Bill's period of command over the creature has expired.
Bill accidentally discovered this power while feeding his chickens the morning after the Graveyard Shift. Where this gift came from, Bill does not know. All he knows is that the first chicken he fed that day was consumed by overgrowth, and obeyed his every command in a zombie-like trance. Where a normal man would run away screaming, Bill smiled, content with the power that he had been gifted.
Exert your Mind (unless you win a coin flip) and spend a Free Action. Select a Non-Alien Creature within arm's reach. You must use up Seed Packets in order to activate this Effect.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a seed shoved down the creature's throat. Shortly after, the plant will bloom within the creature's stomach, which will see small crops/flowers/thorns/vines piercing through the skin. The physical change is permanent, even after the period of control has ended.
Creature becomes Floresent
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. 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.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You may only use this Effect once per day.
Bluedo focuses on things he wishes to move. As he does so, rainbow sparkles appear around them causing them to float. Why this took the form of rainbow sparkles, he has no idea.
This was a bit of an odd one. Bluedo went to visit the shaman, as was his custom, and the shaman instead of just teaching him things had him wear a leaf loincloth and go prancing in the woods. This was very strange, but Bluedo followed the instructions with minimal question, and somehow as he did so he felt...freer. When he got back to the shaman after dancing around for a couple hours, the shaman had him focus on a couple things and lo and behold, he found he could lift things with his mind! How all these things connect, he has no idea.
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
You gain the following benefits as long as engaged in combat with Shotgun.
+2 dice to all Shotgun rolls.
Possession of this Power grants the following Trauma at all times: Indiscriminate Killer.
You also gain the following effects:
UA-566 appears to have countless parasitic creatures living inside of it, some natural (tapeworm, pork worm, flatworm) and others never recorded to have been seen outside of UA-566 in the wild. The unique parasites often seem to have supernatural qualities that manifest in the main body of UA-566. The following is a list of the supernatural qualities UA-566 demonstrates as well as the parasite that is suspected to cause the phenomena. This list will be updated as new parasites are discovered in the body of UA-566.
• UA-566-C: A form of anomalous tapeworm that appears to wrap itself up in the place of the bones of UA-566's host body. These are capable squishing in unnatural ways, allowing UA-566 to squeeze into spaces that even their slight form would be incapable of fitting. At the same time, these tapeworms can harden and stiffen to attack with UA-566's inhuman strength. UA-566 also appears to have splits in their hands, arms, feet, and legs where these tapeworms can emerge and extend the main body's reach.
You gain the following benefits at all times.
You are permanently and visibly transformed: Pale, gaunt form and face with an extremely unsettling, and lifeless expression. Thick hair with pale white teeth buried in the scalp and on the hairline of their forehead like a crown. Deeper in the hair, a gaping mouth gnashes its teeth, hungry for food. You are considered to be a Sapient, Non-Living being when targeted..
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
Your Injuries no longer degrade with time.
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
Haïta distorts, the skin stretches, the mind blank.
It cannot be touched, the void protects, the eyes pale, the body horrifyingly twisted.
Exert your Mind and spend an Action to activate. This Effect cannot be used unless When Haïta is worried, scared or being attacked..
You phase out of reality for up to 4 Rounds. During this time, you cannot affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The void! It beckons! It’s limitless! The tendrils wrap and the eyes glisten!.
You leave Haïta’s body stretches, it crumples, it distorts. It is still there, it is untouchable. at your location.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
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 units of water 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.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult 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:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
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).
You also gain the following effects: