A person is ultimately nothing more than a collection of memories, they serve as the foundation of who someone is. There's no greater crime than robbing someone of that, of stealing their sense of self. Through taking hold of a folder filled with the target's memories, all it takes is a few rips and tears to take it all away. The target's strength of will, their determination to remain themself, is the only limiting factor.
On brief occasions, some sort of flaw in the target's memories is spotted. Ensuring that false evidence is disposed of is of utmost importance, of course, an error like that simply cannot stand. Thankfully, all that's really required to correct such a thing is a little rewrite.
Exert your Mind and spend 1 minute. Select a Sapient target within arm's reach. This Effect cannot be used unless you've previously used Mind Sleuth on the target successfully. You must use up a manilla folder in order to activate this Effect. Roll Perception + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, a specific period of time (up to 1 hour long) from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”). You may also choose to only alter a single specific detail rather than an entire period, such as a password, phone number, directions, or you may remove all knowledge of one specific thing, regardless of time period, such as a loved one, a location, a prized possession, etc.
You may use this Power to detect and repair any altered memories in the Target's mind.
Gloves on, Almost like manipulating the string on a puppet, Jay fingers bend and moves in odd shapes as he manipulates objects in front of him to put on a show for the audience
Physics wise, Jay uses the gloves as attachments for his invisible strings as they burn his fingers and nearly chops them off without it.
You gain the following benefits at all times. You must actively and obviously be using Gloves to gain the benefits of this Effect.
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 2 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:
Keiko went under to be changed into a Kitsune Protogen. She gained a protogen body, digigrade legs, lanky appearance, still extremely well endowed, 3 tails, fox ears, protogen visor face, soft eyes, protogen mouth and tongue, metal around the fore arms, calves, and thighs, synth steel across the body that is as tough as steel to weapon attacks but as soft as actual skin, and nano flesh everywhere else, and beautiful silvery white fur, darkened metal parts, and soft amber fox eye colored emoticons, and gentle appearance.
You gain the following benefits at all times.
You are permanently and visibly transformed: Protogen Kitsune. You are considered to be a Sapient, Non-Living Computer when targeted. Your Intellect is increased by 1.
Your body is adapted to Intelligence. You receive +3 dice on non-attack rolls related to Intelligence.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You can squeeze through any cracks and passageways a cat would be able to.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by Emp is increased by 2.
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You gain the following benefits as long as you are engaged in combat with swords.
+2 dice to all rolls with swords. You may Defend against firearm attacks from any range using swords.
Possession of this Power grants the following Battle Scar: asdf.
You also gain the following effects:
As her physical form improves, so too does the power of her mind. She's able to pick up on the minds of others almost instinctually now, grazing on their surface emotions while shielding her own from others like her.
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:
Dense muscle fibres allow for massive blows.
You gain the following benefits as long as you are transformed and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 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:
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.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. 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.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.