Life of the Party!

1
You possess superhuman people skills.
Created by shady.
( )

The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.


You gain the following benefits at all times.

Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.
  • The Price Of Fame: If you are spotted and recognized in public, you will quickly be mobbed by fans, and any attempts to hide or disguise yourself are at +3 difficulty.

  • A "social gathering" might include a birthday party, after-work drinks, a ski trip, or yoga in the park, among other things. It likely would not include a cult gathering to summon a demon, Congressional negotiations over a contentious bill, etc.

Community Power Gifts

You gain the following benefits at all times.

Your Stress from Injuries and Mind Damage is reduced to 0.

While Incapacitated, you may Exert your Mind to take a single action.

Stress from Injuries acts as a dice bonus instead of penalty.

If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.

Any dice penalty from Exposure or being stunned, diseased, sleepy, dizzy, sick, distracted, or similar is reduced to zero. Does not affect penalties from Effects you activated.

You gain the following benefits at all times.

Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Centered: You have perfect balance. You cannot be knocked over, and can maintain your footing regardless of the size or stability of the material underneath you.
  • Reactionary: You gain an additional Reaction each Round. You cannot take an Action after taking a Reaction.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action to activate.

Summon a single Giant Tentacle at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.

Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions cannot move. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.

Take a Severity-1 Injury and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). This Effect cannot be used unless the caster is inside of a perfectly dark space. You must actively and obviously use silver fox pendant to activate this Effect.

Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.

Animated Objects have the following restrictions and capabilities:

  • Awareness: Animated targets are capable of perceiving the world around them within reasonable limits. They cannot communicate in a clear or coherent way.
  • Movement: Animated targets can use an existing method of locomotion (wheels, etc); otherwise they can move across the ground or hover up to any height in the air at 40 feet per Round.
  • Combat: Animated objects are able to take offensive actions in combat. If they are a weapon, they receive bonus damage based on their weapon stats. GMs may add additional damage bonuses (or reductions) at their discretion depending on the size and material composition of the animated object.
  • Artifacts: Animating an Artifact does not grant the animated object access to any Effects built in to that Artifact.
  • Ability Use: If an action requires a roll, Animated objects have a dice pool of 7 when performing a task for which they were designed, and a dice pool of 4 for taking any other actions.
  • Toughness: Animated targets are as easy to destroy as they were prior to being animated. If destroyed, the effect ends.
  • Following Orders: Animated objects are controlled by the GM, and will follow any commands you give them, as long as they don't require problem-solving.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see boiling blood, within which one can feel extremely strong emotions when looking at. Hate, and fear, the oldest emotions, are predominant.

  • A hulking, car-sized statue might get a damage bonus of +4 if it hits, whereas a feather duster might have their damage capped at 0. Multiple attacking animated objects use mob rules.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • A task for which an object was designed might include a broom sweeping, a gun shooting things, a car driving, a towel rubbing up on stuff, etc.
  • Animated objects may be more or less susceptible to certain attacks at GMs discretion. A scarecrow golem would be easily destroyed by a sword (or fire). An animated suit of armor may not fear bullets but could be smashed to bits with a hammer. A full bronze statue is largely indestructible but might have difficulty standing up if toppled.
  • 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.

You gain the following benefits as long as you have your Hair.

Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).

If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

You also gain the following effects:

  • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.
  • Poker Face: You never give any outward indication of dishonesty. It is impossible to tell that you are lying, and you are able to fool any method of lie detection without making a roll.

  • A "social gathering" might include a birthday party, after-work drinks, a ski trip, or yoga in the park, among other things. It likely would not include a cult gathering to summon a demon, Congressional negotiations over a contentious bill, etc.
  • In rare cases, GMs may require you to make a roll to lie to particularly powerful beings.
  • If your Hair is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).

Stock Power Gifts

Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.

The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their hearing, smell, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.

Anyone who touches 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 will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. 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.

  • You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
  • while you can use an illusion to obscure something smaller, you cannot make anything directly invisible (you can’t make a tank look like a regular baseball, but you can hide it in an illusion of a giant baseball).
  • You may only puppeteer a single illusion at once.
  • 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 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 target within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.

You place a ward, which is fixed to a target Object that can be moved and repositioned. You can hear and see through the ward as though you were standing at its location. You may have at most 1 wards active at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.

  • Any targets visible via your ward 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 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.

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • 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. Select a Sapient target within 20 feet. Your target cannot be 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.

  • 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.")
  • 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.