LIMITATION [+varies]
Description: Your abilities are limited in some way.
Note: You may take this Power multiple times. Suffering from the negative consequences of taking this Power will often, but not always, be a Compel. If the importance of this Power changes during play, it might be necessary to change its cost or compensate with Compels.
Skills Affected: None.
Effects:Limited Powers. Attach this Power to at least one other Power that you possess. Then, select a circumstance. Whenever that circumstance applies, you are treated as though you did not possess the attached abilities.
Rebate. This Power reduces the Refresh cost of the attached Powers. The percentage that the cost is reduced by depends upon how commonly the limitation on your Powers will cause problems for you.
- If it will matter rarely (perhaps once every 6 sessions or so), reduce the cost by one-sixth.
- If it will cause problems from time to time (in some, but not all, sessions), reduce the cost by one fourth.
- If it will be a frequent impediment (once a session on average), reduce the cost by half.
- If it will prevent you from using your Powers except in unusual situations (no more than once a session on average), reduce the cost by three fourths.
At the GM's discretion, difficult-to-classify limitations might grant a rebate in between two of the suggested ones. Decimal costs should be rounded to the nearest integer, with GMs rounding halves based on what cost seems more appropriate.
EXTRA APPENDAGES [-2]
Description: You have some extra arms (or other limbs) which make you pretty darn good at multasking in combat.
Skills Affected: Fists, Weapons, Guns, others.
Effects:Multiple Targets. You may make spray attacks with anything, within reason.
Mix And Match. You may use multiple different actions in a single spray attack. Use the lowest applicable skill. You may also make attack-like (offensive, not navel-gazing) maneuvers and blocks as part of a spray attack. In order to grapple as part of a spray attack, you must invoke an Aspect for each character grappled.
Flurry Of Blows [-1]. You may direct multiple attacks (or maneuvers, or blocks) within a single spray at one character.
Excellent Coordination [-1]. For each purchase of this trapping, add 1 shift to each attack, block, or maneuver within spray attacks that you make. This cannot increase the number of shifts for any action beyond the number of shifts that you had to split up between actions in the first place. This trapping may be purchased up to twice.
SPIRITUAL PARASITE [-1]
Description: You can invade the minds of others. You can't take over completely, but you can influence your hosts pretty strongly.
Skills Affected: Discipline, others.
Effects:Spiritual Parasitism. You may attempt to enter the bodies of other characters, willing or otherwise. Entering an unwilling character requires you to win a mental conflict, which uses the same timeframe and initiative as a physical fight. Discipline is used to attack and defend in that conflict. During the conflict, you are treated as though you were inside your target's body for the purposes of the
Abandoned Body and
You're Not Hurting Me Trappings. Taking an action in that conflict takes a character's full attention. If you win the conflict, you may enter the target's body. If you lose, then you fail to do so and may not try again until the next session.
Sponsor. While you are inside a character, that character has a temporary Aspect that indicates your presence. In addition, you may allow them to spend your Fate Points. For each Fate Point they spend this way, they acquire a point of sponsor debt. The debt is to you, and you may choose to use it for a Compel whenever you please.
Corrupting Influence. While you are inside another character, both you and your host gain a new stress track called the control track. The control track's length is determined by Conviction, and stress and consequences inflicted to it do not heal normally. At the end of each scene, you and your host may make a control attack against each other. Use Discipline to attack and to defend. If your host takes you out, you must leave their body. If you take them out, clear both your control track and theirs. Also you may either inflict a Compel upon them as though they had taken a point of sponsor debt to you or change one of their permanent Aspects. The extent of an Aspect change caused by this Power is roughly equal to the extent of an extreme consequence.
You're Not Hurting Me. You cannot be targeted with physical or mental attacks while in another character's body, barring special Powers or unusual circumstances. Social attacks can target you normally, though, and you may not transfer backlash or stress costs to your host. If your host is drawn into a mental conflict, you may participate in that conflict.
Abandoned Body. While you are in another character's body, you are entirely subsumed into your host until you leave into the surrounding area. You cannot take physical actions. Nobody save your host can perceive you unless they have The Sight or another such effect.
Helpful Spiritual Parasite [-1]. While you are in another character's body, you may attempt grant that character a +1 bonus whenever they use any skill. If they accept the bonus, you get a stackable +2 bonus to the control attack that you make at the end of that scene.
Benevolent Spiritual Parasite [+1]. (Requires Helpful Spiritual Parasite) You may not make a control attack at the end of a scene unless your host accepted a bonus that scene. And even if they did accept a bonus, your attack skill is automatically Mediocre (+0) before bonuses. Whenever your host goes a full session without using a bonus, they may clear their control stress track and begin to recover control consequences normally. On the upside, your host can no longer make control attacks against you at the end of each scene. Barring some sort of exorcism, you're there until you decide to leave.
SPIRITUAL SYMBIOTE [-1]
Description: You're a spiritual symbiote of sorts; you enter the bodies of other people and make them stronger.
Musts: You must have an Aspect reflecting this Power.
Skills Affected: Many.
Effects:Integration. You may enter the bodies of willing characters. Entering or leaving a body in a conflict takes your action, and you can stay until you decide to leave or are kicked out by your host. While you are in a character's body, that character has access to your stunts, skills, and Powers. Size Powers and Spirit Form are exceptions to this. Other exceptions should be handled through Compels or through the Limitation Power.
Abandoned Body. While you are in another character's body, you are entirely subsumed into your host until you leave into the surrounding area. The only things you can do are look through your host's senses and talk to your host. Nobody save your host can perceive you unless they have The Sight or another such effect.
You're Not Hurting Me. You cannot be targeted with physical attacks while in another character's body, barring special Powers or unusual circumstances. Characters looking to take you down violently will probably have to settle for knocking the person whose body you're using unconscious. Mental and social attacks can target you normally, though, and you may not transfer backlash or physical stress costs to your host. If your host is drawn into a mental conflict, you may participate in that conflict.
POSSESSION [-1]
Description: You can take over the bodies of others. Maybe only if they consent, maybe even if they don't.
Skills Affected: Discipline, others.
Effects:Possession. You may enter the bodies of willing characters. Entering or leaving a body in a conflict takes your action, and you can stay until you decide to leave or are kicked out by your host. While you are in a character's body, you may control that body as though it were your own. Use your own skills and Powers when doing so. Size Powers and Spirit Form are an exception to this: use your host's Size Powers in place of your own, and if you have Spirit Form it is suppressed while you're in someone else's body. You may also use certain other Stunts and Powers possessed by your host, generally those relating to raw physical ability or the reactions of other characters to your host's body. Some of the host's skills may also modify your own, generally along the same guidelines as Powers and Stunts. The GM is the final judge of which of the host's Powers and Skills and Stunts apply to you.
You're Not Hurting Me. You cannot be targeted with physical attacks while in another character's body, barring special Powers or unusual circumstances. Characters looking to take you down violently will probably have to settle for knocking the person whose body you're using unconscious. Mental and social attacks can target you normally, though, and you may not transfer backlash or physical stress costs to your host. If your host is drawn into a mental conflict, you may participate in that conflict.
Spiritual Eviction. If you end up controlling a host who wants you out, that host may engage you in an opposed Discipline roll. If they win, you are forced out of their body. If you entered their body with their consent, your host may attempt one such roll as soon as they decide to kick you out. Regardless, they may attempt one such roll every time you control their body for another continuous day and every time you use their body to damage them or something they care about. In extreme situations, such as forced suicide, your host may benefit from a circumstantial bonus to the opposed Discipline roll.
Abandoned Body. While you are in another character's body, you are entirely subsumed into your host until you leave into the surrounding area. You can act only through your host's body. Nobody save your host can perceive you unless they have The Sight or another such effect.
Hostile Possession [-2]. You may attempt to possess unwilling victims. This requires you to win a mental conflict, which uses the same timeframe and initiative as a physical fight. Discipline is used to attack and defend in that conflict. During the conflict, you are treated as though you were inside your target's body for the purposes of the
Abandoned Body and
You're Not Hurting Me Trappings. Taking an action in that conflict takes a character's full attention. If you lose the conflict, you fail to possess the target and can't try again until the next session. If you win, you possess the target normally. If a character is possessed by multiple characters with this Power, the most recent possession takes precedence.