Beneficial Advertising

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The power to heal the mind after traumatic experiences.
Used by Seok-ju, Created by WintrFate.

His music is truly healing. If you’re going through anything, or saw anything you wish you hadn’t, come to his show, he will see you backstage.


Exert your Mind to activate. Select a Living target within arm's reach. 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 + Alertness 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.

Your patient is required to Must listen to his K-Pop music for the next month. If they violate this rule, your treatment is immediately reversed.

You may heal a Trauma on any number of targets with a single activation of this Effect, but any Traumas which you treat are revealed to the entire group.

  • The patient is aware of this requirement.
  • The treatment time may be broken up into multiple sessions if necessary.
  • 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.

Community Power Gifts

You gain the following benefits as long as you have your clown nose.

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

If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

You also gain the following effects:

  • Anime: You may have a 30 second conversation with another character on your initiative each Round in Combat, and using any Communication Effect takes a Free Action instead of a full Action.
  • Hey, Listen!: You cannot be ignored or unheard when directly addressing an entity.
  • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.
  • The Price Of Fame: Any sightings or recordings of your activity can easily be traced back to you. Even when disguised or using an alias, people always get a Perception check to recognize you.

  • A "social gathering" might include a birthday party, after-work drinks, a ski trip, or yoga in the park, among other things. It likely would not include a cult gathering to summon a demon, Congressional negotiations over a contentious bill, etc.
  • If your clown nose is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using rollerblades to gain the benefits of this Effect.

Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.

You also gain the following effects:

  • Bullet Catcher: You may React to and Defend against firearms and other projectiles.
  • Precision Strikes: You may use Dexterity instead of Brawn on your attack rolls.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits at all times.

Any Injury you receive from a source other than The Frangiclaive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.

Injuries you receive from The Frangiclaive are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

Exert your Mind (unless you win a coin flip) and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Stealth 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-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.

You may only use this Effect once per day.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • 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.

You gain the following benefits at all times.

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

You also gain the following effects:

  • Me, an Empath: You have an intuitive understanding of the emotional state of any Animate being within 30 feet. Once per person per day you may roll Charisma + Influence to learn what things they respect or disrespect in others.
  • Unflappable: Any attempts to control or influence your thoughts or emotions are rolled at +1 Difficulty.

  • On its own, your empath abilities do not allow you to detect lies.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Power Gifts

Exert your Mind and spend an Action.

You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.

  • This includes any objects that come into range during activation.

Exert your Mind and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.

You learn a single specific piece of information, chosen from the following list, about your target:

  • You learn how to reliably contact the target.
  • You may follow the target's trail, no matter where or how they have traveled, so long as the trail is less than a day old.

The quality and specificity of information gained depends on your Outcome.

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

  • Contact info Low Outcome: a means of communication (phone, email, a secretary). High Outcome: specific phone numbers, email addresses, protocols for getting access to the individual.
  • Tracker You are not made instantly aware of where they have been in the past 24 hours; you must follow their trail. You may "happen upon" any trail they have made in the past 24 hours.
  • 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.

If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.

If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

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.

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 the target is listening and you are speaking to multiple people.

You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.

The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

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

This Gift's Cost is capped at 2 and cannot be increased further.

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • 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.