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.
It takes constant conversation, so when Mark mentions his relavent truths, their target does too.
Preferably in the form of a back and forth gloating/determination sort of thing.
Examples:
"I'm Mark Collins, fighter of injustice, protector of the weak. I'm here to stop you! " (flexes in superhero pose)
"It's too late, Mark!" (laughs maniacally) "You'll never find the bombs in time!" (Shows him live feed of the city.) "Watch your public failure with me! The world will know my name! ZOXOB!"
"If you have to look along the shaft of an arrow from the wrong end, if a man has you entirely at his mercy, then hope like hell that man is an evil man. Because the evil like power, power over people, and they want to see you in fear. They want you to know you're going to die. So they'll talk. They'll gloat. They'll watch you squirm. They'll put off the moment of murder like another man will put off a good cigar. So hope like hell your captor is an evil man. A good man will kill you with hardly a word."
Terry Pratchett
Exert your Mind (unless The target thinks they have the upper hand) and spend one 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. At the end of your investigation, roll Brawn + Influence at Difficulty 6.
You learn all the following information 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.
Pulling out your notebook, you compile your thoughts on the local area.
You can get an intuitive sense of the alien energies at play, given your constant exposure to them! Make sure to jot then down if you can, hahaha…
Alternatively, looking at some of the scrawled pages, you feel free to let your thoughts wander… and then an epiphany strikes you. A word, a sentence sticks out to you… it reminds you of something that happened here, and a vision flashes in your mind.
Where did it come from? Who knows? It almost feels like you’ve been here before…
Spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a notebook that you’ve written in to activate this Effect. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about the area:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same area more than once per day.
With a bare flex of will, the Kitsune subtly creates an illusion within her range.
The illusion works due to Kayleigh's latent ability to 'stretch out' her soul over a larger area. Coupled with her vibrant imagination, Kayleigh wills something to exist and it does, if only in an illusory manner.
This ability has neared its perfect form with the revelation that she doesn't need to maintain control over the illusion herself. She can form the illusion, then offer the reins to one of the spirits interested in her exploits. In doing this, she can have a nigh-infinite number of illusions puppeted at once for an indefinite amount of time.
Exert your Mind (unless you've established a connection with a spirit in the area you're using this effect in (by using Spirit Swiping Summoning Sound on the area.)) and spend an Action. Select a target within 45 feet. You must actively and obviously use a mask to activate this Effect. 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 until it is dispelled 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 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 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 the entire effect will be ended for all targets.
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 Trauma at all times: Cynophobia.
Have you ever seen a seven and a half foot werewolf kick down a door?
Well, now you have.
In a pinch, Emily can use her paws, but there's not quite the same feeling as just booting a door down.
Of course, hitting something that hard is outside of the spec sheets Gen-Wyld has given her.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a door, container, knot, or lock within arm's reach. This can be used on Alien targets.
You may lock, unlock, and/or open your target.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Rory slits his hand or wrist and as the blood drips from the wound, he orders a command to a group of four people or less. His subjects go slack-jawed and their eyes turn a glazed white as they go to complete his command.
Take a Severity-1 Injury and spend at least one Action. Select a number of Sapient targets equal to your Charisma within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. The 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 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.
They will be unaware that they are under any sort of compulsion until the effect wears off, but they will appear obviously mind-controlled the entire time to anyone observing them. 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.
This was Valery's first sign that she was special. She had always had an aptitude for knowing way too much about death, but in the hospice she could just... ease them gently into the next world. Those who are effected by this ability can see a form overlapping hers, varying on where their soul will go after they die. For those who told her what she looked like in the hospice, it was usually some sort of angel, but it can also appear as a dark hooded figure, a flaming demon, a loved one who passed before, a being to whom they sold their soul, etc.
Exert your Mind and spend an Action to activate. Select a Living target within 45 feet. This Effect cannot be used unless The target must be close enough to death that using this power would kill or destroy them. If you do not deal enough damage to kill or destroy them, your action is wasted. Roll Intellect + Occult Difficulty 6. The target may contest by rolling Mind, Difficulty 6.
If the contested Outcome is positive, the target takes that much damage plus 3. The target's material Armor is completely ignored.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee 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:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.