Jordan locks eyes with his target, and holds their gaze. Both parties’ eyes strangely dilate for a moment as if seeing something only the two of them can see. Then, if successful the target carries out the singular sentence he broadcast into their brain. For the target, what this looks like is when they gaze into Jordan’s eyes, they seem to fall into them, deeply, until all they see before them is a single sentence, and they have a deep primal fear of what will happen if they do not carry it out.
Though it is very difficult to perceive as it is a beam of light, (thus moving at light speed), the way the gift works physically are that Jordan’s alien eyes beam out an encoded signal that is received through the target’s eyes, sending a single message to their brain. If Jordan’s eyes are destroyed, he will lose access to this power. This power would also be ineffective on things that cannot visually perceive light.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence 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 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. 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.
You must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.
Cold to the touch. Through his will, Verglas creates a blast of overwhelming cold, causing frostbite to those affected.
Spend an Action. Select a target within 50 feet. Roll Intellect + Science Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
N@N0, until recently, was not capable of much, but now imbued with the power of the contracts, they can move from one technological device to another to gather information and record.
When moving to a device like a computer or phone, a person looking for them will find N@N0's avatar. On something without a screen, they will find a small, harmless color-changing arc of lightning.
Exert your Mind and spend an Action. Select a Location within 10 feet. Make a Trauma roll when you 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.
Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.
The Enmity Rifle comes with some funny ammo! This extra ammo type can be manifested easily by exerting your mind whilst wielding the weapon. Funny ammo is heavy and can only be shot 40 feet away maximum. Funny ammo takes a couple seconds to explode, and will then delete everything within a 25 ft radius. Have fun!
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Dexterity + Firearms at Difficulty 6.
If the Outcome is positive, your blast hits all targets (besides a single chosen species or type of Animate being) within 25 feet of the chosen Location with Damage equal to your Outcome + 10.
Any object destroyed or individual killed in your blast turns to dust. Any parts of structures within your blast radius are destroyed and cannot bear a load or block movement. Your blast leaves a 15 foot deep crater in the ground and deals +1 Damage.
Anyone who takes damage from the blast is knocked back away from the target location by a distance equal to the radius. They must succeed a Body roll, Difficulty 9, or be stunned for 1 round.
David pulls a what looks to be a BlackBerry cellphone out of his pocket, but it has an eerie design on the back of it….a skull, inside a lightbulb, whose vacant sockets seem to stare into yours. The phone puts out only static on one end, but then quietly through its speaker comes the voice of someone you know to be deceased. David speaks as if this is just a normal work conversation, hangs up the call, and puts the phone away in his bag.
(From user manual that was shipped with the phone) “Here at Spectrum S our researchers have combined the research of Thomas Edison’s spirit phone with the reliability and the durability of a modern cellphone! Putting the power to speak to the dead right in our user’s hands, Spectrum S has built you the best NecroTech spectral engineering can devise! Thomas Edison would be proud! But don’t take our word for it, call him up and take his!”
*Spectrum S is not liable for harms, damages, or unintended consequences of speech with the deceased. Thomas Edison’s Spirit Cell Phone(TM) is not warranty secured.*
Expend a point of Battery and spend an Action to activate. Select a Dead target of which you have Full true name and date of birth OR phone number.
The target can communicate in your language for the next hour.
When in the throes of a Mutation episode, Edgar will occasionally burst, erupting as nightmare made flesh: injuries inflicted by this event tend to be burns from flaming ichor, lashing from barbed tendrils, or the bites of the maddened dead that he has previously consumed. This event can go on for the duration of the Mutation episode, though is generally short-lived, with the various pseudopods expending their energy quickly before crawling off to die.
Exert your Mind and spend an Action. This Effect cannot be used unless Final Form is active and Alternate Form is active. The area within 10 feet of you immediately and obviously becomes imminently dangerous. Roll Brawn + Melee at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 10 feet of you with Damage equal to your Outcome + 2. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
For the next 3 Rounds following the initial blast, this Effect will deal a new blast of damage to any targets remaining within range of you. The damage decays by 2 each Round.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Edgar's skin split like a rotten fruit, erupting with lashing tendrils, flaming ichor, & the screaming faces of the dead.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
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 Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and 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. This Effect cannot be used unless you can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.