- Focus
(Using this Effect requires a specific kind of item.)
- Subject to Playgroup Leader approval. Drawing an accessible object (such as one in a holster) counts as a Quick Action (-2 dice), and removing something from a backpack or luggage requires a Full Action.
- Unique Focus
(This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen. You must use / wear this item as intended to use this Power.)
- Tunnel Vision
(While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.)
- This means you cannot perform any actions which require your full attention, such as Committed Actions, as well as a number of Powers.
- Long Cast
(This Effect takes one minute to activate.)
- Traumatic
(You must make a Trauma roll when you use this Effect.)
- Consensual
(Can only be used on consenting targets.)
- Sympathetic Pain
(If the possessed body takes any damage, you do as well.)
- Tether
(If you leave the range during the duration of the Effect, it will end prematurely.)
- Critical Failure
(Roll a single D10 when you activate this Effect. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a Major Battle Scar, or an effect counter to its purpose.)
- Mind Swap
(You switch places with the target you’re possessing instead of simply leaving your body behind.)
- What's Wrong
(Your inhabited body undergoes a physical and/or behavioral change for the duration of your possession that makes it obvious that something is seriously amiss.)
- The change can be either physical or behavioral, but it must be immediately obvious either way.
- Get Out!
(There is some common occurrence that causes you to be ejected from your inhabited body.)
- The event must be relatively common or simple (flash of light, splashed by water, etc)
- Contest of Will
(The possessed creature may Exert their Mind to kick you out of their body. You may Exert your Mind to counteract being kicked out.)
- This process is repeatable as many times as needed. But the Target may believe they have kicked you out after the first time.
- Sacrifice
(Activating this Effect requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
- You cannot use Armor to soak this damage.
- Draining
(After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
- Mage
(Activating this Effect requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Effect fails.)
- Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion.
If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
- Monstrous
(Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
- This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.
- Power Struggle
(The target may Exert their Mind at any time. If they do, they may choose the next Action they take.)
- This Action is taken instead of your own. If in combat, the target may Exert their Mind at any time, regardless of imitative. This cannot be used to "cancel" an Action the possessor has already declared.
- Left Behind
(You do not have access to your Active Powers while possessing.)