True Kitsunegaru I feel it coming together

8
Requires Seasoned
The power to compel a target to follow your orders.
Used by Leon Vanderblight, Created by leonvanderblight.
(You must have some means of communicating this command to your targets, but no one other than you and them will understand or perceive it. You must actively and obviously be using up A katashiro.)

As a member of the original species to practice this art, it only makes sense that Leon would pursue a small restoration of his power at the first chance he got. The power of the gift frees a small part of his soul from the botched ritual that half shackles it to Hasashi's shrine in japan. Bastard. Still, while it isn't quite at the level of complexity or range that Leon desires as of yet, the feeling of knowing that you can make someone go fuck themselves with a glance is one that Leon finds comforting.


Exert your Mind and spend at least one Action. Select a number of Sapient targets equal to your Charisma within 20 feet. You may select a target at any range if you use up A surface that has reflected the target of the target. You must use up A katashiro in order to activate this Effect. 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 days. 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, a conditional request, and an abstract goal. 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.

You must have some means of communicating this command to your targets, but no one other than you and them will understand or perceive it.

This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.

  • You cannot order your target to endanger themselves, but you may order them to flee, attack a certain target, take a defensive or offensive stance, or similar.
  • When targeting multiple individuals simultaneously, they must all be issued the same command.
  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Conditional Request: implants a triggered response or latent order. (e.g. "when you see your mom, give her a kiss" or "when I give the signal, strip naked and pretend you're possessed by the devil.")
    • Abstract Goal: You command can be general or abstract, leaving the details of how your target achieves it up to them. (e.g. “crash your company's stock price" or "help me find the nearest vampire.")
    • 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.

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Community Power Gifts

Exert your Mind and spend an Action. Select a Location within 10 feet. You must remain within 1000 feet of your ward to access its senses.

You place a ward,. You can hear and see through the ward as though you were standing at its location. You may have at most 3 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.

The tattoos are pictographic and numerous. They're like small scenes that decorate her body, save for a few specific examples. On her left shoulder, it depicts a tentacle that wraps all the way around and stabs into her body. Unlike the other tattoos that are black, this one is blood red. On her back sits a center piece. It depicts four figures being chased by a large bird and carrying an egg. One points a shotgun towards the bird, one throws a knife, once points Hypnos towards the bird, and the last one carries the other figures. They are framed by a protective shield.

You gain the following benefits at all times.

You are permanently and visibly transformed: Magical tattoos cover your body depicting various myths of Artemis and Edith's feats. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1 and your Intellect is increased by 1.

Your body is adapted to Tracking. You receive +3 dice on non-attack rolls related to Tracking.

While in Forest, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.

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

Exert your Mind and spend an Action to activate. Select a target within 10 feet. This Effect cannot be used unless the bomb in question has undergone the Ritual of Bomb Bonding. You must actively and obviously use a bomb to activate this Effect.

You place a ward, which is fixed to a target Object that can be moved and repositioned. You can see through the ward as though you were standing at its location. You may have at most 8 wards running at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.

You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.

You may activate another Effect through one of your Wards as if you were standing at its location. The Ward is destroyed afterward.

  • You can target yourself if you qualify as a valid target by the other requirements.

You gain the following benefits at all times. You must actively and obviously be using Earring to gain the benefits of this Effect.

You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Instant Karma: If you successfully resist an Effect with your Mind, you may reflect it back to another target as though you had cast it.
  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.

  • When reflecting an Effect, its Activation Outcome is equal to your resistance Outcome. If you reflect it back at the target who cast it originally, they do not receive a resistance roll.
  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

Exert your Mind and spend three Actions performing the following ritual: singing or playing guitar. Select a target within 20 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Dexterity + Performance at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.

If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They can still move their arms and use Effects, but are reduced to ÂĽ of their movement speed.

Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the contested Outcome on the Effect activation.

Your bindings affect intangible beings like ghosts.

  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • 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 Power Gifts

Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.

If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.

You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”

Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.

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

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • In the case of a failed activation, GMs should consider how bystanders would realistically react to a potentially-outlandish accusation of mind-reading.
  • 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 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

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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 at all times.

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

You also gain the following effects:

  • Constant Vigilance: You may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • Can't Unsee: Any Trauma rolls you make are rolled at +2 Difficulty.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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.

  • This includes any objects that come into range during activation.
  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.

Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.

Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.

  • The Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).
  • If you are able to activate this Effect as a Reaction, its roll contests the incoming Attack.