A slight green flame erupts from Jack's microphone and enters the target's ears. Their eyes briefly light with sickly green flames and then glaze to their regular eyes.
Exert your Mind (unless you win a coin flip) and spend at least one Action. Select a Human target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
After becoming one of the undead, your skin paled in complexion, your canine teeth turned to fangs, you no longer age, and your heart no longer beats at a normal pace.
You gain the following benefits as long as you are not in direct sunlight.
You are permanently and visibly transformed: A powerful humanoid, with pale skin and elongated fangs. You are considered to be a Sapient, Non-Living being when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage sharpened nails attack without additional equipment.
The Severity of any Injury caused by silver is increased by 2.
Gulliver summons his strength to pulling the local wind spirits into form around him, pulling them next to his ear. Asking about a goings on in the area. The spirits if he is successful in his procuring and convincing will speak into his ear giving visions and information.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about the area:
This Effect is not obvious, and the only sign you are using an Effect is Gulliver holds his ear up as if listening to something. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Gulliver brings the blood dripping down his chin to his nose and smiles , his eyes narrowing up as he smells the scent and sees the thermal imprint of his victim in a cluster of bushes. He circles his prey taunting it as he does so going in for the kill.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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You gain the following benefits at all times.
You are permanently and visibly transformed: his skin becomes a pale, almost grey tone, also gaining retracted lips, long nails, and a hairier body. You are considered to be a Sapient, Living being when targeted..
Your body is adapted to Climbing. You receive +3 dice on non-attack rolls related to Climbing.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You no longer age naturally, and supernatural attempts to age you fail.
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.
You cannot speak any coherent verbal language and must resort to other means of communication.
Mark's heartbeat races as addrenaline surges through his body, affecting not only his muscles but his nervous system.
With focus, his perception cracks open like a whip, colors vibrant and sharp. His durability extends to every cell, every rod and cone, every hair cell in his cochlea, every neuron surging information into his brain, operating at full capacity without aging or wear and tear. Operating at 110% capacity without tiring, and processing the smallest scrap of information effectively.
The only problem is.. There's so much to see and hear. It takes real concentration to stay present.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.