Marks caught a few villians in his day, and one thing they always seem to have in common is they never shut up.
He's learned how to conversationally 'push their buttons' and make them talk.
So far, the most reliable way has been to talk about himself, to instigate their inevitable sense of competition.
Think more.. skill of conversation than anything supernatural.
Exert your Mind (unless The target thinks they have the upper hand) and spend a minute to activate. Select a Sapient target within arm's reach. You must continuously interact with the individual in question in order to gather any information. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Brawn + Influence at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome. For any information you learn about your target, the corresponding information about you is shared with them.
Any information you gather is A spoken conversation and made publicly available. This also includes any information the target learns about you.
Jeremy Soap blows into a bubble wand, infusing the bubbles with his will. This causes the imbued bubble to launch at high speeds towards a target and slam into it, similar to a cannonball.
Exert your Mind and spend an Action to activate. Select a target within 300 feet. You must actively and obviously use Bubble Wand to activate this Effect. Roll Charisma + Influence 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 3. Armor is fully effective against this damage.
You gather all dark and nasty energy and use it to make others suffer and a dark blackish reddish smoke suffuse the skin or enters the mouth and other open parts
Exert your Mind and spend an Action to activate. Select a Living target within arm’s reach. You must actively and obviously use His left eye while it still works its no longer purple its ruby red with a furious glow to activate this Effect. Roll Dexterity + Brawl at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Dexterity + Brawl at Difficulty 6, and can be cured by My blood and a dose of holy water.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Its like you drain the area of death so that you can attack.
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.
The psychic fiend chats with their patient about how they are to be upgraded and the conditions that they must adhere to. At the end of the conversation, the fiend takes the patient's hands and says a few words of The Dark Tongue. A jolt of dramatic but harmless hellfire travels from the fiend to the patient, imbuing them with a portion of his power.
Are you an up-and-coming blues player who needs a little something extra to hit it big? Do you need a little outside help to land the perfect date? Do you punches need a little extra. . .punch? You've come to the right place. For the low low price of a favor to be defined later, we can make you better, stronger, faster at whatever you want.
Of course, in a month, you'll need a fresh dose and the favor will be larger but hey, you can't put a price on success, right?
Exert your Mind and spend 30 minutes. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Luna disperses water into the air, and the illusions appear shortly after.
Exert your Mind and spend an Action. Select a target within 45 feet. You must use up 1 Liter of water in order to activate this Effect. Choose an illusion to generate, which can be no larger than an SUV.
The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their touch, taste, smell, hearing, and sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.
Anyone who struggles against the illusion hard enough to break a window or who would be damaged by the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion is not fixed to the initial target, and may move about at a maximum speed 30 feet per Round. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
Possession of this Power grants the following Battle Scar: Weakspot: The Sol symbol on her left shoulder and Shoulder Sublaxation.
Possession of this Power grants the following Trauma at all times: Nightmares: Her Twin being seperated from her, Psychopathy, and Compulsion to clean.
The one using this rapidly flips through the book ending up on a specific page they then begin to rapidly read through the pages of the book and begins to spout off in an occult language, they then begin to vomit forth an ocean of Black blood with the consistency of tar covering the ground up to twenty feet away if this blood comes in contact with undead it then begins climbing up the legs of undead continuing on to the head it the begins to seep into the eye sockets, head or whatever is left of it on the undead, while they are under the control of this effect a tar like substance slowly leaks out of any wounds or holes that the undead suffers as well as the eye sockets or head.
Take a Severity-1 Injury and spend an Action. Select a Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless used on undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Non-Sapient, Animate targets which are the same species as your target will also be compelled to follow commands that you issue if they are within 20 feet when the command is given.
Your commands can be complex and multi-layered, though they must still be specific. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.
If you use this Effect on the same Creature two days in a row, the effect lasts indefinitely.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The user vomits forth a large amount of blood.
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.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
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.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a 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.
Sapient targets can resist by rolling Mind at Difficulty 6.