Smoking Broker

1
The power to craft binding oaths.
Used by Gaspar Schott (real), Created by geniebottle.
(This Effect is not obviously Alien when used. The target must understand that you are presenting the terms of an agreement and that they are agreeing to those terms. Witnesses understand the same. You must actively and obviously be using up a smoking object.)

With the wisp of smoke created, Gaspar siphons a bit of breath from participants, bonding it into a little marble which Gaspar keeps on him, tying the two together in a pact.


You must use up a smoking object in order to activate this Effect.

You may make an oath with a 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 (unless you win a coin flip) and all participants must say your name 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:

  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

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.

The target may be at any range, but you must still be able to communicate the terms to them, and they must be able to say your name.

Possession of this Power grants the following Battle Scar: One Eye: A penalty lost in a broken deal, when a summoner managed to trap him.

  • All Oaths must have at least two participants.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
  • A single action cannot break multiple oaths. You cannot 'stack' oath penalties by having a target sign multiple identical oaths, or similar.
  • 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

The gift was granted by the Harbinger of Lust. Dorris is not a lustful being but after realising the connections between townsfolk in Lord of the Files, he realised his true potential.

This Effect activates whenever UNCONCSCIOUS. It does not require an Action or Exertion. Select a number of targets up to your Mind rating any distance away from you. You must have specific targets in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. “Your target should be intuitively based on the triggering event. This Effect cannot be used unless UNCONSCIOUS.

You open up a line of communication to your targets, and may converse with them as long as one of you maintains Concentration

The conversation 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.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The Tree of Dorris.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • 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.

Using her psychic powers, Carver is capable of producing a personal barrier powerful enough to blunt attacks. The strain of creating a physical phenomenon capable of stopping bullets is great, so much so that it runs the risk of overwhelming her mind, but if she keeps a clear head she'll be fine.

Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Intellect + Medicine at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

The barrier will fall after two hours, 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 your eyes shifting color. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

Exert your Mind (unless you win a coin flip) and spend an hour to activate. Select a Battle Scar on yourself to treat.

The treated Battle Scar will heal over the course of the next week.

You gain the following benefits at all times.

You are permanently and visibly transformed: Permanent Space Suit. You are considered to be a Sapient, Living being when targeted..

You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

While in Space, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.

You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)

You cannot speak any coherent verbal language and must resort to other means of communication.

You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.

  • Your heat resistance does not extend to your equipment. Fire does not degrade this effect over time.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend a minute. This Effect cannot be used unless you can only disguise as someone who you have consumed. You must use up human flesh in order to activate this Effect.

You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You cannot alter your clothes. A disguise cannot affect your Attributes or other stats.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Phil is literally consuming human flesh and turning it into plant food.

  • A performance check is generally required to pass with people who know the individual you're mimicking.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Stock Power Gifts

You gain the following benefits as long as you are submerged in water.

You no longer require any food, water, or air in order to survive.

You can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act.

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 can tell which entities lay claim to each part of the area and how these borders have shifted over time.
  • You learn where exactly creatures and people live within the area, and what sorts of creatures they are.
The quality and specificity of information gained depends on your Outcome.

  • 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 senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a cricket chirp to “ping” with your echolocation each Round you wish to use it.

Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Charisma + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.

If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a phobia of holy things as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.

  • 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.

Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.

You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

When you phase out, you may bring up to 1 additional target in arm's reach with you.

  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.