I Have Come for You The trained senses of a hunter of monsters and men

2
You possess supernaturally heightened senses.
Used by Norman Badeaux, Created by donniecesar.
(This Effect may or may not be obviously Alien.)

Norman's senses are sharpened to preternatural levels, honing his investigative prowess to a razor's edge. His hearing becomes so acute he can detect a mouse's heartbeat or navigate dark environments like a bat. These sharpened senses allow Norman a better chance at the oldest game - hunting, preferably without becoming the hunted.


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 whistle to “ping” with your echolocation each Round you wish to use it.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

Possession of this Power grants the following Trauma at all times: Vengeful.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.

Community Power Gifts

Spend an Action. Select a target within 300 feet of 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 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 meowing at the person. 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.

Possession of this Power grants the following Trauma at all times: vengeful.

  • 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.

Following Minerva's traumatization by a fellow contractor, the next month the young girl spent a good bit of the next month in her room. She stopped practicing everything else, just focusing on herself, and that feeling of helplessness that had come with it.

And one night, she dreamed. She remembered battling the nightmare monster, of the defenses she had forged. And she forged them again. Ordering her thoughts, marshaling them, she assembled her mind into a castle. A Castle of Light, a bright beacon in the darkness.

The castle is built to withstand a siege from the darkness. Even taking the field is a monumental task, requiring great effort by an assailant, more than most can bring to bare - and after an enemy has been cast out once, such a tactic won't work again.

Each step into the castle is a slog, a constant exhausting battle to take a wall, only to find another wall behind it that the defenders have retreated to and fortified themselves again.

From the highest point of the castle a bright light glows, and she can rain down light and hope upon invaders from it.

The castle stands at all times, a fortress for her mind and her dreams.

Of course, the walls of her castle are manned, and it is an effort for her to open the gates to anyone. It's safer that way. With time, she learned to open them again.

You gain the following benefits at all times. You must actively and obviously be using silver fox pendant to gain the benefits of this Effect.

You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Been There, Done That: If you succeed a Mind resistance roll, subsequent attempts to use that same Gift or supernatural ability on you for the next day will fail.
  • Compartmentalizing: You can take a maximum of 1 Mind Damage per Round.
  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

You gain the following benefits as long as engaged in combat with Revolver.

+2 dice to all Revolver rolls.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

Exert your Mind (unless you win a coin flip) and spend 1 Action. Select a non-Alien Device within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you smash the target with your powerful fists, rendering it useless and irreparable. Cannot be used to improve Armor.

Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.

After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used. The same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.
  • 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.

This supernatural ability amplifies your already formidable skills in persuasion, making you an even more dangerous and effective force in any situation. Whether you're manipulating foes or leading allies, your words carry the weight of compulsion, ensuring that your influence is felt far and wide.

Dimitry is able to compel his mind and attack other people and make them do what he wants while channeling his opal necklace.

Exert your Mind and spend at least one Action. Select a Human target within 20 feet. You must actively and obviously use Opal necklace, helps dimitry channel his mind via to activate this Effect. 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 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. 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.

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.

This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.

  • You cannot order your target to endanger themselves, but you may order them to flee, attack a certain target, take a defensive or offensive stance, or similar.
  • 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.")
  • In the case of a failed activation, GMs should consider how bystanders would realistically react to a potentially-outlandish accusation of mind-reading.
  • 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.

Stock Power Gifts

Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.

You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:

  • A single Trauma
  • Up to two points of Mind damage
  • A single Injury and any Battle Scars it caused
This Effect cannot be used again for the next hour.

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.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • Does not apply to transfers made through the Forced Exchange enhancement.
  • 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.

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:

  • You may suspend a targeted Offensive Power which will take effect when the oath is broken. The Power must be able to target all participants the oath indicates it could hit.
  • 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.

  • All Oaths must have at least two participants.
  • The target must be physically present to enter the oath.
  • 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.

You gain the following benefits at all times.

Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.

Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.

The target can communicate in your language for the next hour.

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

You also gain the following effects:

  • Constant Vigilance: You may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • Can't Unsee: Any Trauma rolls you make are rolled at +2 Difficulty.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.