Story lines appear in a circular pattern around the target and attempt to prevent them from escaping. If read, the story lines will dictate the events that would have happened had the target been allowed to continue as normal.
Words are power. That much is certain. Causal Diction utilizes this power to effect reality and bend it towards the user's will. This includes the prevention of action by others. If the user believes they are not meant to be there or take useful action, they simply will not be permitted to.
Spend an Action. Select a target within 45 feet. Roll Charisma + Influence (10 dice) at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be pushed or pulled towards a surface within 45 feet and is restricted at that location by an intangible, ethereal binding. They can still move their arms and use Effects, but are reduced to ¼ of their movement speed.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the original Contested Outcome.
Your bindings affect intangible beings like ghosts.
You may end this Effect prematurely as a Free Action.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
After activation, the user will have a serpentine-like hissing cadence to people hearing them speak in audio or visual recordings of them or manage to hear them more then twenty feet away. To those within twenty feet of the user, they would hear the hissing cadance as well but also have a compulsion to obey their commands.Those beyond twenty feet or viewing audio or visual recordings will not be affected by the gift.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. Communicate a command to your targets. Roll Charisma + Alertness (8 dice) at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets 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.
They will be unaware that they are under any sort of compulsion until the effect wears off, but they will appear obviously mind-controlled the entire time to anyone observing them. 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 and a conditional request. 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-endangering or self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Penalty ever exceeds 5.
You must maintain Concentration while your command is being carried out. If you break Concentration, any active suggestions you have issued will end.
A injury lifts off the skin and quickly flows onto the target. Latching into place in the same location on the target.
An injury lifts off the skin and quickly flows onto the target. Latching into place in the same location on the target. It flows smoothly and cannot be touched, almost like a tattoo. Any broken bones suddenly repair and cause the targets to snap due to an unknown force.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. If a target does not consent to the transfer, you must roll body at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
A ethereal chain will shoot out and wrap around the chosen target, either pulling it to the user or launching the user at the target
Exert your Mind and spend an Action. Select a Object or Animate target up to 100 feet away.
Targets that weigh less than you are pulled towards you until they are right next to you. If you are lighter, you move instead. If you are roughly the same weight, you and the target both move.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto. You may also roll to anchor yourself as you activate this Effect without spending a Reaction.
The Operator feeds a vial of liquid mercury in as a liquid crystal substitute. Over the next second, it's used to generate a micro-wormhole to the target location though which energy patterns can be observed. The output is analyzed by Lith and composed into a composite picture.
The creation of an undetectable (in this era, at least) micro-wormhole was one of Stellar Navy Intelligence's most closely guarded secrets. The ability to observe anywhere, at any time, gave an undeniable tactical advantage.
Exert your Mind and spend an Action. Select a target Location within 1 mile. You must use up a vial of liquid mercury in order to activate this Effect.
You may perceive things as if you were standing at that Location for the next 30 minutes. You may move your senses back and forth between your projected location and your real location without prematurely ending the effect. You may only have one projected location active at a time.
You open the grimoire in front of you, its pages fluttering in a non-existent wind. You loudly speak the incantation as a rain fo spark surrounds the object. It shudders to life and follows your commands.
Exert your Mind and spend two Actions performing the following ritual: point at the target object and speak the incantation "Treguna Mekoides Trecorum Satis Dee". Select a Inanimate target within 20 feet which could fit inside a rolling luggage bag (50 liters). You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Your target will become Animated for three hours. You may choose to end the effect at will, as a Free Action. This Artifact can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
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 slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science (5 dice) at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology (3 dice) Difficulty 6.
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 a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
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 (5 dice) 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.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
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 are speaking to multiple people and the target is listening.
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 cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.