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.
Behavior Control (Examples)
* Promote dependence and obedience
* Modify behavior with rewards and punishments
* Dictate where and with whom you live
* Restrict or control sexuality
* Control clothing and hairstyle
* Regulate what and how much you eat and drink
* Deprive you of sleep
* Exploit you financially
* Restrict leisure time
* Require you to seek permission.
https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Fdg01tj3poiv41.png%3Fwidth%3D912%26auto%3Dwebp%26s%3Dd69011058cd75f0b4ef96eb0bf039152c01f4fc2
Exert your Mind and spend one minute. Select a human or Dead target within arm's reach. 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.
Possession of this Power grants the following Trauma at all times: When encountering a particularly dumb individual Janus must resist the urge to change their behavior according to the B section of the BITE model..
Owl touches a scar near her eye, looking at some device. After a bit, the connection is made, and her command is sent.
Owl had a great idea!
A way to interface with her computers and other devices without having that ability be tracked or stolen.
She didn’t think about all the consequences till halfway through the surgery.
Exert your Mind and spend 1 minute. Select a Computer within 300 feet. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
This Effect is not obvious, and the only sign you are using an Effect is Owl touches a scar near one of her eyes rubbing it some. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Your command does not have to take effect immediately. Instead, upon a successful Hack, you may specify a condition under which the specified command is issued or simply suspend the Command until you desire to activate it.
Possession of this Power grants the following Battle Scar: Implant scars: Owl has several large scars covering her face, particularly around her eyes. This increases the difficulty of social rolls by one..
Possession of this Power grants the following Trauma at all times: Technological Paranoia: You come across an active security system you don’t control, you must make a self control roll to not attempt to take it over..
Arlen tosses random bits and bobs into his trusty Boston shaker and starts mixing. As he shakes, sparks of lightning fly from his fingertips and the shaker starts to glow. After a good shake, he pours out a glowing liquid that, like filling a container, pours into the shape of the object he desires.
Exert your Mind and spend 1 minute. You must actively and obviously use Cocktail Shaker 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 cannot create firearms.
Roll Intellect + Crafts to fabricate up to 5 copies of 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.
When a creature attacks Preston, his coat flutters and its stars and trim glow with magical energy, protecting him from incoming damage.
Usually wearing: https://ap.louisvuitton.com/eng-sg/products/flags-patchwork-bandana-denim-trench-nvprod1630240v
You gain the following benefits at all times. You must actively and obviously be using a full-body robe or long robe-like coat to gain the benefits of this Effect.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The eyes of the small sauropod crackle & glow with unearthly energy as small objects begin to float about.
Guido uses Intelligence in place of Brawn & Wits in place of Dexterity to determine Psychic Strength. In the case of thrown items, most rolls that would use Athletics use Temporal Physics instead.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
You don't necessarily look any different, but you've got a new, confident kind of swagger that people can't miss.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. 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. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.