The user channels their runic powers, causing their runes to glow and allowing them to influence the thoughts of others. This ability becomes significantly easier to cast if you have a connection to the target, either through a meaningful possession or runic arrow.
Exert your Mind (unless Has Conduit) and spend at least one Action. Select a Human target within 20 feet. You may select a target at any range if you use up A Meaningful Possession of the target. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Athletics 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 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. 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.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Logan skillfully removes the skin flesh and muscle from the targeted area of a willing target. When the removal is completed, Logan moves onto the upgrading step this involves purpose fitting a series of metal plates hydraulics and complicated mess of wires that have been attached to the subject's nervous system so as to provide no loss of functionality in the targeted area..
Exert your Mind and spend eight hours. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
Emi will wrap herself or someone else in a cocoon, and when they come out, they are augmented.
Spend an Action. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion to Eat Fabric - When faced with a new opportunity to act on your compulsion, you must succeed a Self-Control roll to resist..
In addition to their benefits, your augments come with a penalty equivalent to a minor Battle Scar or Trauma. This penalty does not count as an additional Battle Scar or Trauma.
people in the vicinity feel like not approaching the area around me i guess
Exert your Mind and spend an Action.
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 cannot move any closer towards you.
You must maintain Concentration during this Effect.
Marie carefully brushes the dust and grit from an object, deeply examining it to determine a variety of historical markers. So familiar with the various types of sediment, dust, and wear on a given object, she is easily able to determine the environment an object would have recently been. With a few more deductions and close observations, she begins to understand the strange, unworldly qualities of the given item. With each fact, she quickly runs to a journal to write down what she has learned.
Exert your Mind and spend a minute to activate. Select a target Object within arm's reach. You must actively and obviously use a brush to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn all the following information about your target:
The user punches straight into the target object. This in turn causes a ripple effect throughout as it creates cracks throughout the object before it is ultimately shattered or damaged to a great extent.
Alternatively, the user can also place the knuckles against a target and concentrate on their next attack and after doing so for a minute, launch a one-inch punch towards it.
Exert your Mind and spend an Action to activate. Select a Object or Construct Object within arm's reach no larger than a duffel bag (35 liters). You must actively and obviously use Brass Knuckles to activate this Effect. Make a Trauma roll when you activate this Effect. Roll Brawn + Brawl Difficulty 6. Sapient targets may resist by rolling Mind at Difficulty 8.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area 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.
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.