As the large man in front of Nathan explains the wonderful quality of his wares, Nathan obviously maintains eye contact and nods along to the lies.
This Effect activates whenever a Sapient within range who you stare into the eye of lies. It does not require an Action or Exertion. Select a Sapient target within arm's reach. At the end of your investigation, roll Intellect + Occult at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
While interrogating a target, Andrew always finds the truth in what they are saying.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
Alister Consumes a Metallic Gear using the material to create a etch a sketch like diagnosis panel. his chest panel opens up revealing a number of diagnosis tools that begin to prod and poke at the object sending the information to the etch a sketch. he finishes the process by stuffing the entire object into the cavity to get a true glimpse of the spirit of creation within it. this process is extremely painful and may lead to a malfunctions of internal workings.
Exert your Mind and spend a minute. Select a target Object within arm's reach. You may select a target at any range if you use up An Object used in the creation of the object of the target. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Severity-4 exploded gears. You must use up Metallic Gears in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Intellect + Crafts at Difficulty 6.
You learn all the following information about your target:
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Janus reflects on his time in the cult and his slow but progressive indoctrination. How his food was subtly diminished, sleeping times were shifted, independence and decision making were shelved. How all of his behaviors were subtly curtailed to fitting what the cult wanted. He then tries to recreate a minor example of that on another in order to better understand them and their traumas.
Exert your Mind and spend an Action. Select a human or Dead target within 50 feet. For dead targets, you must possess their True name..
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 Janus eyes change color from brown to blue. 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.
The user crosses their arms in an X shape as a field of low-frequency soundwaves is produced from the artefact and emits a wave of inaudible but heavy vibrations to push objects away, with the user being able to tweak which animate objects can and cannot be repelled. The participants feel an intense vibration passing through them regardless of whether or not it repels them, however, when it does repel them, the vibrations feel like an intense wall of weight pushing them back.
Originally a prototype for hearing tech that could amplify the user's hearing, it had the major side effect of sending out intense sound waves to the user, deafening some, so it was scrapped. One day, while running away from home, Jarret had come across the tech in one of the many trashcans he had come across, did a little tweaking and made this gear usable... Well usable in a different manner at least.
Exert your Mind and spend an Action. Roll Brawn + Alertness at Difficulty 6. Any Animate targets may resist by rolling Mind at Difficulty 7.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 5 Rounds. Any Animate targets within the field that failed to resist cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.
JPM as a big Boss, around, is able to Boss-Around those that possess the capability of thought... even things that aren't people. JPM though has to be a boss, around, in order for them to keep workin', else they'll slack off and ditch the job.
Exert your Mind 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 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.
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, 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.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected 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 the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested 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. 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.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
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.