Sometimes not everyone agrees to Jeremy's selling tactics. That is when he husts out the emotions and trys to finish out the sale.
Exert your Mind and spend 2 Actions to activate. Select a Sapient target within arm's reach. Roll Intellect + Influence at Difficulty 6.
If you succeed, a specific period of time (up to 1 week long) from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last friday night”) or by reference to a specific event (i.e. “when the murder occurred”). You may also choose to only alter a single specific detail rather than an entire period, such as a password, phone number, directions, or you may remove all knowledge of one specific thing, regardless of time period, such as a loved one, a location, a prized possession, etc.
If the target is confronted with compelling evidence that contradicts their memories, they may roll Mind at Difficulty 8. If their Outcome exceeds your Outcome on the initial roll, they realize that their memory for that period was manipulated, but they will not regain their old memories. If they fail, they will invent new memories to justify the inconsistencies. For instance, if their memory was altered to include a new friend they don’t have, they may invent further memories of meeting that friend, spending time with them, etc.
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.
Terrorizing their prey is a Bakenekos specialty. Perfectly crafting horrific scenarios, picking off those close to their target, and driving them to despair. Those that get too close are likely to have unfortunate "accidents" occur. It could be a loved one taking their life, sudden bouts of depression and hopelessness, or fear at your own reflection. If you're feeling particularly malicious, brief bursts of joy to keep them going throughout the darkest stretches of their life..
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. Roll Charisma + Occult at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, 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 your eyes glaze over. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Nathan's reflection incants, summoning their worldly imprint through the reflective surface, which becomes a cloudy apparition, with all the terrible writhing shapes that may be within, that funnels into the reflection of the creature that is conjured onto the reflector.
If evicted, the mass of spirit is expelled out of the reflection and a reflective surface harboring it, and consolidates into Nathan once more.
Exert your Mind (unless the target is a creature under your supernatural command) and spend an Action or Reaction. Select a Creature target within your line of sight.
You possess your target and have control over their actions for the next hour. You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You have access to your Powers from within the host's body.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
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.
Harry channels the vigilance and resolve of Ilya Muromets, relying not on sight, but on his connection to the world around him. As he exerts his mind and focuses, his heightened senses allow him to perceive the area in ways others cannot. Over the course of a minute, he methodically “feels” the space around him—not physically, but through vibrations, airflow, and the resonance of his surroundings.
Traps and ambushes stand out like discordant vibrations in the otherwise steady rhythm of the area. A faint tension in the air reveals the presence of a tripwire, while subtle shifts in pressure signal hidden dangers or lurking enemies. Concealed doors and secret caches reveal themselves as whispers of drafts through cracks, changes in density underfoot, or the faint scent of something hidden.
Through Ilya’s legacy, Harry’s blindness becomes his strength, transforming the environment into a tapestry of sensations. The area’s secrets unfold, granting him unparalleled awareness of dangers and hidden features. Just as Ilya Muromets stood as a vigilant protector of his land, Harry uncovers and understands what others cannot, guided by the echoes of the world around him.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
Ed holds an eyeball, whispers an incantation into it, places it into position, the iris of the eyeball turns a slightly glowing green and it is locked into place. From here Ed is able to see and hear from this eyeball as if they were his own senses. When he is using this power to see through these, his eyes glow green as they do with many of his different powers.
Exert your Mind and spend an Action to activate. Select a Location within 10 feet. You must use up eyeballs in order to activate this Effect. Make a Trauma roll when you activate this Effect.
You place a ward, which is fixed to its initial location. You can perceive with all your senses or activate investigative Effects through the ward as though you were standing at its location. You may have at most 3 wards running 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.
Whenever something crosses into the observational range of the Ward, you and those you've allowed to tune in are alerted by a dinging sound similar to an egg timer.
Mauro golpea fuerte el suelo haciendo uso de sus habilidades de geomancer, sacando filos del suelo en dirección del ataque.
Dado el poder entregado por buda, es premiado con una pizca del poder divino de la naturaleza. la geomancia irradiada por la fuerza del personaje hace que sea posible usar el entorno a su favor, con su fuerza y la ayuda de buda, el personaje es capaz de controlar en entorno y con el, golpear a sus rivales desde abajo.
Spend an Action. Select a Living target within 45 feet. This Effect cannot be used unless tengo que tener al enemigo visto por lo menos 2 turnos and debe haber suelo estable, en cambio el suelo colapsa. Roll Brawn + Brawl 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. The target's material Armor is completely ignored.
This Gift's Cost is capped at 2 and cannot be increased further.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. Armor is fully effective against this Damage. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind and Spend an Action. Select a Living target within 20 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend 1 minute. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.