Spirit Talk "𝒯𝑒𝓁𝓁 𝓂𝑒 𝒽𝑜𝓌 𝒾𝓉 𝒽𝒶𝓅𝓅𝑒𝓃𝑒𝒹..."

1
The power to communicate with corpses.
Used by Ripley Ross, Created by TheSuperChrisb.
(Activating this Effect is not obvious. The only sign you are using an Effect is that her eyes shimmer a faint purple. )

Mrs. Ross has a gift. One that has been built over a good many years. First they started as whispers in her dreamscape, moans that clouded her mind like a fog in the late evening hours. She doesn't quite remember how it happened, the moment was vague. She heard a lamenting echo coming from a body in a casket, a relative whose funeral was still in progress. Though she cannot speak, The Voice in her head certainly can, and she tried to reach out to the whispers like she never could anyone else. To her immense surprise, the they responded, a cavalcade of emotions from the recently deceased.

Mrs. Ross uses the spirit's connection to their loved ones in order to entice them to speak to her, so that their final wishes may be fulfilled. Spirits do not come to her more than once a day, however, as some dark figure in the veil looms near her metaphysical presence...


Exert your Mind and spend one minute to activate. Select a Dead target of which you have a loved-one in your presence.

The target can communicate in your language for the next hour.

This Effect is not obvious, and the only sign you are using an Effect is that her eyes shimmer a faint purple. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

You may only use this Effect once per target 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.

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Revision purchased with:
Gift from the Asset Gifted spent on improving power: Spirit Talk
Revision purchased with:
Gift from the Asset Gifted spent on adjusting power: Spirit Talk    (since refunded)
Revision purchased with:
Gift from the Asset Gifted spent on revising power: Spirit Talk    (since refunded)

Community Targeted Gifts

Exert your Mind and spend an Action. Select a Location no further than 25 feet from you and in your line of sight. You must actively and obviously use Revolver to activate this Effect. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. The area within 10 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Firearms 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 10 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this Damage.

Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.

If you successfully hit a target with this Effect, the value of any Armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • 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 quantum connection provided by the Ferro Fluid marking transmits telemetry including vitals, distance & direction. When activated, the R.I.S.H.I. will release ferro fluid markings that will form a lotus pattern on either the wielder or the target.

Expend a point of Battery and spend an Action. Select a Animate target within arm's reach. The target may Resist.

Your target is marked with a Henna marking. Your mark can be discovered if the target is inspected visually. Removal inflicts a Severity 1 Injury on the target.

You are aware of the marked target's vital status, injuries, 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. This Artifact can have up to 3 marks active.

You may use any Awareness Powers on a marked target at any range.

Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.

  • Marked individuals 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 (unless you win a coin flip) and spend an Action. Select a target within 45 feet. 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. Armor is fully effective against this damage.

You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.

When you die, you may activate this Effect targeting the person that killed you at any range and without any penalty. Its roll is at -1 Difficulty.

  • 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.

Spend an Action. Select a Living target within arm's reach. You must actively and obviously use Notepad w/ Pen to activate this Effect. 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 Happiness. 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 Gift's Cost is capped at 2 and cannot be increased further.

  • 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.

In the tapestry of Alice's extraordinary abilities, her power to invade minds and evoke profound trauma weaves a thread of dark enchantment. Rooted in the whimsical yet unsettling realm of "Alice in Wonderland," this Gift transcends mere fantasy, delving deep into the metaphysical underpinnings of consciousness and fear.

At its core lies a duality akin to the looking glass itself—a reflection of both wonder and terror. Alice, a paradoxical figure of innocence and manipulation, harnesses this power with a grace that belies its chilling implications. Her ability to traverse the boundaries of sanity and perception speaks to an intimate understanding of the human psyche's fragile architecture.

Metaphysically, this Gift taps into the uncharted territories of psychic intrusion, where reality bends at the whim of a singular will. It hints at a realm where dreams and nightmares converge, where memories bleed into manifestations of dread. Alice, as the wielder, becomes a conduit between the tangible and the intangible, navigating through mental landscapes fraught with symbolism and subconscious echoes.

The origins of such a power are shrouded in mystery, perhaps stemming from the peculiar alchemy of Wonderland itself—a place where logic twists into riddles and reality fades into whimsy. It mirrors the transformative journey of Alice, from a curious child exploring a fantastical realm to a spectral presence capable of haunting minds.

In essence, this Gift embodies the timeless allure of darkness within enchantment, where innocence and malevolence dance in an eternal waltz. It invites contemplation on the depths of human fear and the fragility of perception, urging us to confront the shadows that lurk beneath our conscious selves. Alice's power is not just a narrative device but a philosophical exploration—a haunting reminder that even in wonderlands, there are depths where fears take shape and nightmares come alive.

Exert your Mind and spend an Action. Select a Sapient target within 20 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically.

If they fail, your target will take 1 point of Mind damage and gain a new Trauma selected by you (the GM can overrule you at their discretion). 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.

Stock Targeted Gifts

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.

Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.

The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.

You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.

Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.

  • 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 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 6 -3 dice.

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.

  • 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.

Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.

The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.

Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.

  • This consumable is destroyed when used and cannot be used again.
  • 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. 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:

  • You can tell the age of any structure or natural formation in the area. This includes trees and plants growing in the area.
  • 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.