Runes of Discovery Let's see what's out there.

1
The power to learn new information about the area you are in.
Used by Mike Carson, Created by EvilRicktator.
(This Effect is not obviously Alien when used. During Effect activation, you are obviously investigating the area. You must actively and obviously be using some type of eyeglasses.)

Mike marks the glasses with runes representing knowledge and revelation. He then looks through the lenses at the surrounding area, as they absorb trace energies from nearby sources of power or the traces left behind by beings who have passed through. At the end of a minute, the rune markings fade and "drain" backward from the lenses into Mike's eyes, imparting the knowledge of what they have absorbed and leaving behind an unmarked surface

After facing the storms, Mike was forced to confront his weakness in information gathering, and delved into studying ways to reveal hidden information. the quality of what he gleans is tied to how well the runes are drawn, as a crisp, superlative rune provides detailed information, so does a crude, deformed rune give a murkier view.


Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet You must actively and obviously use some type of eyeglasses to activate this Effect. At the end of your investigation, roll Dexterity + Crafts at Difficulty 6.

You learn a single specific piece of information, chosen from the following list, about the area:

  • You can locate the source of any Alien energy or the presence of any Alien effects on the area. Specific information about the function of these effects beyond their general type is not forthcoming.
  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same area more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Community Targeted Gifts

Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. You must use up a vial of blood or tissue sample from target in order to activate this Effect. If a target does not consent to the transfer, you must roll Int+Medicine at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.

You may choose a single instance of one of the following to transfer between your two targets:

  • A single Injury and any Battle Scars it caused
This Effect cannot be used again on the same target for the next hour.

Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.

Possession of this Power grants the following Trauma at all times: When stabilizing an injury on another person, roll mind and if you fail you become convinced you have the injury too (gaining 1 point of stress).

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Mel attuned himself to the psychic imprint of the target, allowing him to follow them.

Exert your Mind and spend 2 Actions. Select a Sapient target within arm's reach. You may select a target at any range if you use up an object the target used to commit a crime of the target. At the end of your investigation, roll Perception + Investigation at Difficulty 6.

You learn all the following information about your target:

  • The target’s trail for the past 24 hours is revealed to you and anyone you teach to follow it. This trail shows how long ago the target was there and is followable even when they are in a vehicle.

The quality and specificity of information gained depends on your Outcome.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

You cannot investigate the same target more than once per day.

  • Tracker You are not made instantly aware of where they have been in the past 24 hours; you must follow their trail. You may "happen upon" any trail they have made in the past 24 hours.
  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

https://images.app.goo.gl/ha4ipZ7tiTVDDBbU9

Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Roll Perception/occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.

If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain Fear of Combat as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend one minute. Select a Living target within arm's reach as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with your targets. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.

If you succeed, for the next hour, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

This Effect is not obvious, and the only sign you are using an Effect is the subject matter of the conversation relates to the emotion he is inspiring. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

The earrings are an artifact said to be blessed by the Incan god of sun Inti. They were recovered near Machu Picchu during inofficial archaeological excavations.

Exert your Mind and spend an Action. Select a Location within 60 feet of you. Choose a 3-D shape that will define the borders of your Effect.

You create a zone of Golden Sunlight in the chosen shape, originating at the chosen Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in the following ways:

  • Suppressed Vision: The zone is fully blocked from view. Nothing within the zone may see anything or be seen from the outside. Any rolls that rely on sight fail automatically, and any rolls that benefit from sight are made at -3 dice.
The zone expands immediately to its full size from the chosen Location, but will be stopped from spreading in a particular direction by any barriers or cover, and can only fit through openings large enough to fit a grown adult. If a new opening appears while the Effect is still active, it will finish spreading in that direction.

  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Targeted Gifts

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.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.

You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.

  • Your ward cannot be used to satisfy the line of sight requirement for targeted Effects.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested 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. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • In the case of a failed activation, GMs should consider how bystanders would realistically react to a potentially-outlandish accusation of mind-reading.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.

For the next day, you may issue specific commands to your target which they will be compelled to follow.

Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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 learn the object's highest material value and why it is worth so much.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same target more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.