Psychic+Abilities

Mental Powers. Often focused around knowing things and controlling people.    **ENTHRALLMENT** [-2] //Domination. // You may engage a willing or helpless target in a mental conflict. Discipline is used to attack and to defend. You automatically win initiative, and taking an action in this conflict requires a character's full attention. If you are taken out, the conflict ends and you may not resume it for twenty four hours. Each exchange in this conflict takes roughly half an hour by default. You can rush this, but you'll suffer a penalty to all rolls in the rushed exchange. This penalty is -1 for a five minute exchange, -2 for a one minute one, and -3 for a combat-time exchange. //Enthrallment. // If you take your target out, you may turn them into a rough thrall or into a Renfield. A rough thrall is identical to the character it once was, except that it now obeys you robotically and takes no initiative. Change its High Concept to reflect that. A rough thrall can recover given roughly a month without re-enthrallment, the help of a wizard or therapist, or a Compel against you on one of its aspects triggered by an attempt to force it to do something diametrically opposed to its nature. A Renfield is similar to a rough thrall, but retains none of its previous memories or identity. Renfields are incurable. //Superior Enthrallment [-1]. // Your Enthrallment attacks inflict two additional stress. In addition, you may transform defeated targets into fine thralls. A fine thrall is identical to the character it once was, except it now seeks the goals you assign for it in place of its own. Change its High Concept to reflect that. You may also transform thralls into supernatural beings. Select four Refresh of Powers and stunts. Whenever you enthrall a character, you may grant them those abilities. Change their Aspects to reflect their new nature, as normal.
 * Description: ** You can control minds. It's not quick or easy, but it's effective.
 * Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Discipline.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**CAPTIVATE** [-2] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Captivate. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> When you take this power, choose either Performance or Deceit. You may use your chosen skill to perform a mental grapple against everyone present in a scene at once by tagging or invoking an appropriate scene aspect. This works the same way as a physical grapple using Might except that it inflicts mental stress instead of physical stress and places aspects on the scene instead of the grappled character. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Selective Captivation [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may choose not to affect any number of characters when using Captivate.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You command attention. With a woven glamour or an irresistible song, you can make men stand and stare at you while people shoot them.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Deceit, Performance
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

Mystic Eyes Of Death Perception/ Shatterpoint [any view weakness power] [-4] You can see creatures deaths these manifest as crimsons lines on your enemies bodies, attacking these lines allows you to bypass any toughness or recovery powers. To use this power you must first spend a turn searching for the lines of death (alertness vs endurance roll to create the aspect 'lined') you can then tag this aspect to bypass all toughness powers or mundane Armour of the opponent for a scene.

The Eyes Of The King [-4] This ability requires eye contact between the target and the holder of this power. The holder of this power can plant a suggestion in his opponents subconscious which must be obeyed. Planting this suggestion requires a presence maneuver to make eye contact (usually vs empathy) and gives the aspect "commanded". The target of this attack then suffers an mental attack at the holders presence vs discipline each round until he is either taken out (when he will automatically obey the command) or he chooses to obey the command. To remove this command would require magical assistance the complexity for such a ritual would have to beat the original maneuver roll.

True Seeing [-2] A more specialised form of The Sight allows you to pierce any Power that hides somethings True Appearance from you. Might that be a Veil, Glamour or Shapeshifting.

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**INEXPLICABLE KNOWLEDGE** [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Inexplicable Knowledge. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can learn or already know absolutely anything by making a successful roll with an appropriate knowledge skill. (If no skill seems appropriate, use Lore or Scholarship.) The difficulty of these rolls is set by the GM. If your knowledge is limited somehow, like by the sum total of all written information, resolve such limitations through Compels. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Dangerous Knowledge [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Whenever you fail a knowledge roll, you may choose to succeed automatically. If you do so, you suffer a weapon 0 mental attack with an accuracy equal to the difficulty of the knowledge roll that you failed. Use your Discipline to defend against this attack. At the GM's discretion, you may be able to pay some other cost (in Fate Points, consequences, or something else) in order to know something without an attack. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Mental Library [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your memories constitute a library on every subject that you are familiar with. The rating of the library on a given subject is equal to the skill that is used for knowledge of that subject. You may access this library freely, and other characters may use it by questioning you in detail. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Superior Mental Library [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> (Requires Mental Library) Increase the rating of each of your mental libraries by two. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Searchable Mental Library [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> (Requires Mental Library) All research using your mental library is two time increments faster. <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"><span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**TELEKINESIS** [-2] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Mind Over Matter. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Whenever you would use your Might skill, you may use your Conviction skill instead. If you have a Strength Power you may apply its lifting, breaking, and grappling bonuses to your Conviction skill. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Telekinetic Reach. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> If an action would normally require you to touch something, you can do it from a zone away. If you use this effect to do something which requires good fine motor control, your Discipline restricts whatever skill you use. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Telekinetic Attacks. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may use your Discipline skill to hit people either unarmed or with objects. Attacks made with this effect include stress bonuses from Strength Powers and are treated as ranged attacks for the purpose of selecting defence skills. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Enhanced Telekinesis [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Telekinetic Reach //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> extends to everything within your line of sight. In addition, unarmed attacks that you make with this Power are now weapon 2 and may be enhanced with any Natural Weaponry upgrade except for Summoned, Explosive, and Ranged. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Defensive Telekinesis [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You are protected by a shell of telekinetic power. You may use your Discipline skill to defend against physical attacks or to create physical barriers. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Self-Propelling Telekinesis [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> (Requires Defensive Telekinesis) Your telekinesis is strong enough to let you carry yourself. This allows you to fly as though you had the Wings power, using Discipline instead of Athletics to move around in the air.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You know things. More things than you ought to know.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You must have an Aspect related to your knowledge.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Knowledge skills.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can exert physical force with the power of your mind alone.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Conviction, Discipline
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

Mind Scape Battlefield [-3]: You can drag an opponent stupid enough to look you in the eyes to mental battlefield (after a conviction contest) whilst you are fighting in this mental battlefield both you and your target lie prone. In the mental battlefield you no access to powers that require you body, but can fight with your conviction and discipline rather than fists, weapons and guns. Attacks in the mindscape battlefield do mental stress and if an opponent is taken out this is justification for posession if a person has the power.

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**TELEPATHY** [-2] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Mind Reading. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may use your Discipline or Empathy skill with a +1 bonus to read people's minds. This functions similarly to the Reading People trapping of Empathy, but unlike that trapping it does not require any kind of personal interaction. It can be used on anyone in your line of sight, is fast enough to be performed within a single exchange in combat, and is defended against with the Discipline skill. Furthermore, you may use your Discipline or Empathy skill with a +1 bonus to defend against attempts to deceive you. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Mental Communication. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may communicate silently with anyone in your line of sight. This renders eavesdropping impossible and bypasses all language barriers. It also allows the transmission of pictures, memories, and other information that cannot easily be put into words. This does not make deception impossible or even noticeably more difficult. You may use this ability to perform maneuvers with your Discipline or Empathy skill. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Weaponized Telepathy [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may make maneuvers and attacks with your telepathy against anyone in your line of sight. Attacks made this way have no weapon rating, inflict mental stress, and use either the Empathy skill or the Discipline skill. The Discipline skill is used to defend against them. They work by overloading the target's brain with mental signals, causing pain and confusion. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Greater Weaponized Telepathy [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> (Requires Weaponized Telepathy) Your telepathic attacks are weapon 2. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Superior Weaponized Telepathy [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> (Requires Greater Weaponized Telepathy) Your telepathic attacks are weapon 4. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Compulsive Weaponized Telepathy [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> (Requires Weaponized Telepathy) When you take someone out with a telepathic attack, you may compel them to act in accordance with a mental command. Commands made this way cannot be completely out of character for their targets. As a general rule, the limits of this ability are roughly equivalent to those of a successful social attack.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> For whatever reason, you can read minds and communicate mentally.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Discipline, Empathy
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**PROPHECY** [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Divination. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Add a Divination trapping to your Lore skill. Use that trapping for Assessments, Declarations, and knowledge rolls related to what will happen in the future. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Visions. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> The GM can cause you to have an infallibly-accurate vision of the future whenever he or she feels inclined. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">I Saw That Coming. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may use your Lore skill for the Avoiding Surprise trapping of the Alertness skill.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can see the future, or at least determine its shape somehow.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Lore.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**PRECOGNITION** [-2] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Always Prepared. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Add two to your Alertness skill (or, if you have the Prophecy Power, your Lore skill) when using its Combat Initiative and Avoiding Surprise trappings. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Precognition. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Whenever you are attacked, you may attempt to Assess the person attacking you with your Alertness skill. The person attacking you may defend with the skill that they're attacking you with. If you succeed, the GM should reveal either one of the target's Aspects or an Aspect that applies to their attack. Aspects revealed this way should generally be useful in the scene that they are revealed in, and they can often be tagged to increase defence rolls against the attacks that revealed them. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Application Of Prophecy. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> If you possess the Prophecy Power, you may use your Lore skill for the Precognition trapping of this Power and the Combat Initiative trapping of the Alertness skill.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can predict the actions of your opponents in combat, making it very difficult to get the drop on you.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Alertness, sometimes Lore.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

Holistic Sense [-1] Description: You are in tune with the fundamental interconnectedness of the universe. You can draw accurate (if bizarre) conclusions from seemingly random phenomena that bear no obvious relation to the matter you are considering. Musts: You must have a high concept that would justify this power, such as Holistic Detective, Zen Master, or Protector of the Balance. Skills Affected: Scholarship, Investigation, and others as appropriate. Effects: The Butterfly Effect. You can make an Assessment check using any skill you possess, with only a tenuous justification. The only requirement is that you vary your skills, selecting a different skill with each Assessment. If you opt to use the same skill a second time in a row (presumably your best skill), you get a -2 to your check.

The Hidden Voice [-1] You can speak directly in to the mind of anyone you see as long as you have eye contact with the target and it is capable of thought.

Disembodied Voice [-1] You may use this power on targets up to one zone away without looking them in the eye.

Thought Mimicking Voice [-2] You can mimic the a persons internal voice, unless they realise the deceit (empathy roll) there defense against your social attack defaults to 0.

Prophetic Visions [-1] Bits and Pieces: Once per scene, this character may roll Lore against a target of Good (+3) to make an assessment or declaration regarding the scene or a character in it. This represents flashes of insight and relevant info being pulled out of the character's otherwise difficult to interpret visions. For an Assessment, the GM determines what aspect is revealed, while for a Declaration, the player may invent a suitable aspect, so long as the GM and other players approve. These aspects may be tagged/invoked as usual. This ability may not be used repeatedly to assess/declare aspects regarding the same character encountered across multiple scenes. I've Done This Already: In exchange for a Fate point, this character may roll Lore in place of any other skill, except as an attack in combat. This represents a vision in which the character sees himself performing the action in the future, so he already knows what to do. Major Prophecy: The GM has license to give this character a major vision, usually about once per session, describing its contents and possibly asking for a Lore or other roll to interpret it. These visions tend to reveal one or more important but vague aspects that exist in every scene until the prophecy is fulfilled. The player is encouraged to remind the GM of this power, as it can provide good plot hooks and potentially compels on the character's reactions to these visions.

Short-Term Precognition -2 Description: Your can see a few a moments into the future Must: You must have Cassandra’s Tears Pre-emptive Evasion: your dodging checks are made at a +2 I saw you coming: you have a + 4 to alertness check to avoid ambush Skills Effected Athletics, Alertness and some other physical skills

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**NUMERICAL PRODIGY** [-3] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Calculator Brain. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can do arithmetic and design graphs near-instantly and you never miscalculate. You effectively have a graphing calculator and a spreadsheet in your brain. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Perfect Measurement. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can count perfectly at a glance, and your estimated measurements are almost flawless. You never need more than a single action to Assess something numerical. Add 4 to your Scholarship skill when using it for a numerical Assessment or Declaration. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Good With Numbers. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Add 8 to your Scholarship skill when performing pure mathematics. Add 6 to your Scholarship skill for physics, computer programming, and other forms of applied math. Add 4 to your Scholarship skill for economics, chemistry, engineering, and other math-heavy disciplines. Add 2 to your Scholarship, Craftsmanship, and Lore skills when doing anything that involves math in any meaningful way.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You're good with numbers. Really good. You have the creativity and intuition of a great mathematician mixed with the speed and precision of a supercomputer.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Scholarship, Lore, Craftsmanship
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

[-3] EYE OF PROVIDENCE Description: You see all things as they really are, within limits. Type: faith powers, order powers, supernatural heavyweights within their domains Musts: A high concept that relates to knowledge and/or limited omniscience. Effects: True Sight You have The Sight. You are immune to mental stress induced or transmitted through vision such as observing the true form of eldritch horrors, seeing horrendous nightmares or facing the gaze of Black Court vampires. [-2] Farseer: Your vision gets a lot fewer penalties with distance. If the "Eye of Providence" ability costs a total of 3 points, you can see as well as small, amateur telescopes and strong binoculars; observing people a dozen miles away is easy. If it costs 5 or less, you can see as well as most optical telescopes; observing things at the other side of a country is easy - seeing astronauts on the surface of the moon is a bit harder. If it costs 7 or less, you can see as well as the best mortal technology. If it costs the full 9 points, you take no distance penalties at all. [-2] You Cannot Hide: Your vision penetrates normally opaque objects such as walls; they appear transparent to you. [-2] See Past The Currents of Time: You can observe events without lightspeed delay, as if the light did not have to cross the intervening distance. Maybe your vision picks up magical or cosmic signals. Maybe your power snatches images as soon as they are generated. Whatever the reason, your sight is always realtime. The Catch: Most beings with this ability are somehow limited in what they can perceive either in amount or nature. +2 rebate if you can observe only one event or location at the same time - such as a clarvoyant seeing a single room in the next continent or a Dark Lord being able to see only one battle at a time despite having unlimited range and being able to see through objects. +1 rebate if you can observe up to 100 events or locations at a time. If you can see more than 100 things at a time, you get nothing. +2 rebate if the nature of what you can see is very narrow or unimportant - like being able to see for only 1 minute each day, or only observe one bloodline or see all people that are currently scratching their nose. +1 rebate for less narrow sight or greater importance - like being able to see for many minutes each day, or only observe a major city or small country or see all mischief done by young children. More open sights or greater importance give you nothing. The Catch is usually a +0 instead of no catch at all for very broad or still existent limits such as seeing all things ever written by man, or seeing all enemies of Asgard or seeing all deaths. Only major supernatural heavyweights whose powers are Knowledge, Foresight and the like (such as the Fates, a major deity of Wisdom or the Archangel known as the Watchman) have near-omniscience, even omnisciense limited to the present.

Description: You can hijack people’s bodies by playing music at them. In the past this has been used for everything from forcing people to commit crimes to making people work in a factory past the point of exhaustion. It is pure physical control and the victim knows they are not in control of themselves. This makes it no less terrifying, but ironically makes it cause (very slightly) less lasting psychological harm than true mind control.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Puppeteer **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">[-3]
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Performance
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">//Master of Puppets:// **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You're able to do maneuvers at +2 to your roll (using Performance) to place a temporary aspect of control on characters (most often " **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Puppet on Golden Strings **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">"), so long as you continue playing a musical instrument. The victim defends with his Discipline or Might. You can also prevent the victim from taking other actions as well if you do this as a block instead of a maneuver, or use this to establish a grapple. This power can be used as a spray, at a range of up to one zone away, or both. In some circumstances it may work up to two zones, provided the music clearly carries that far.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">//Pulling Your Strings:// **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Whenever you maintain a grapple with this power-in addition to the normal options for a grapple-you can force the subject to take a single physical action of your choice (fire a gun, swing a knife, etc). If you succeed at the grapple roll, use the Effect of your roll (if any) as the skill bonus for any rolls necessary for the victim's action. If you choose instead to move the victim, you do not have to move with them. If you choose to inflict a hit to the target, you can choose for it to deal mental or physical stress.