There are times when I need to convince people to do things that they need to do. While playing some music and smiling at folks people tend to want to listen and do what is asked.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Communicate a command to your target. Roll Charisma + Performance 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 hours. 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-endangering or 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.
jack can drive better after he done deadly job for ……
You gain the following benefits as long as you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
Abbas is so familiar with forest, jungle, and such terrain, he can focus and see a optimized path before quickly and easily sprinting through, at a ridiculous speed.
Or so he thought before, but now he has learned, as he moves, he is infact embodying the Nian, a creature of 4 legs, moving fast. He embodies the devil in this moment
Exert your Mind and spend an Action. You must use up Dolphin teeth in order to activate this Effect.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
As long as this Effect is active and you are traversing a terrain it covers, your movement speed is doubled.
The glass eye is held in hand and focused upon, an ethereal eye appears in that location, allowing the user to view through it as though it were the eyes of their own.
Spend an Action. Select a Location within 10 feet. You must actively and obviously use Glass Eye to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. You may have at most 1 wards running 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.
This Gift's Cost is capped at 2 and cannot be increased further.
Time acts in funny ways at times, but the caveman has learned how to manipulate one particular nicety thanks to his extensive experience with bonds. Namely, with all these new-fangled doors, keys, and various other means of shutting powerful people away from the world, it all exists either at a state of open or unopened, but when you look at it through the lens of someone who exists partly out of time. The moment where it was opened always exists, and the caveman can restore it to that state with a little focus by reconnecting that object to that moment. Ensuring that never again will he be bound by restraints or blocked by a door.
Exert your Mind and spend an Action. Select a door, lock, or locked target within arm's reach. This can be used on Alien technology. You must actively and obviously use A timepiece to activate this Effect.
You may lock, unlock, and/or open your target.
Robin looks like a young man, but their complexion is sickly and their teeth are sharp. When threatened, their nails extend outward an inch - a very sharp inch.
A few years ago, when he was caught, the vampire that would become Robin had a silver cross shoved into his face. The scar stays.
You gain the following benefits at all times.
You are permanently and visibly transformed: a vampire. You are considered to be a Sapient, Non-Living being when targeted. Your Dexterity is increased by 1.
Your body is adapted to stalking. You receive +3 dice on non-attack rolls related to stalking.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You may make a +2 Weapon Damage Teeth and Claws attack without additional equipment.
Possession of this Power grants the following Battle Scar: Disfiguring: Cross burnt onto cheek.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
Possession of this Power grants the following Trauma at all times: Addiction: Blood.
The Severity of any Injury caused by silver is increased by 2.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).