True Kitsunegaru I mean, this one's a given.

2
The power to compel a target to follow your orders.
Used by Leon Vanderblight, Created by leonvanderblight.
(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. 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. )

As a member of the original species to practice this art, it only makes sense that Leon would pursue a small restoration of his power at the first chance he got. The power of the gift frees a small part of his soul from the botched ritual that half shackles it to Hasashi's shrine in japan. Bastard. Still, while it isn't quite at the level of complexity or range that Leon desires as of yet, the feeling of knowing that you can make someone go fuck themselves with a glance is one that Leon finds comforting.


Exert your Mind and spend at least one Action to activate. Select a Sapient, Living target within 20 feet. 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 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.

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. 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.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Conditional Request: implants a triggered response or latent order. (e.g. "when you see your mom, give her a kiss" or "when I give the signal, strip naked and pretend you're possessed by the devil.")
    • 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.

You are viewing an old version of this Gift.
To view the most recent version Click Here

Revision purchased with:
Improvement from Earning commission in Consensus spent on improving power: True Kitsunegaru    (since refunded)
Revision purchased with:
Improvement from writing up Three Laws spent on improving power: True Kitsunegaru    (since refunded)
Revision purchased with:
Revision purchased with:
Improvement from writing up 1366 spent on improving power: True Kitsunegaru    (since refunded)
Revision purchased with:
Gift from playing in Sin in Vienna spent on revising power: True Kitsunegaru    (since refunded)
Improvement from writing up Ignis Mortis spent on revising power: True Kitsunegaru    (since refunded)
Improvement from writing up The Dark of the Night spent on revising power: True Kitsunegaru    (since refunded)
Revision purchased with:
Improvement from writing up Ignis Mortis spent on improving power: True Kitsunegaru    (since refunded)
Revision purchased with:
Revision purchased with:
Revision purchased with:
Revision purchased with:

Community Power Gifts

Spend an Action. Select a target within 50 feet. You must actively and obviously use pink heart-shaped wand to activate this Effect. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 4.

Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.

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: Fear of Cars - Childhood Trauma: You are terrified of cars, roll Self Control whenever you have to get in, get hit by, or drive one. If you fail, you have a panic attack and either flee or freeze. Exert your Mind to get over your fear.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

Exert your Mind and spend an Action. Roll Intellect + Alertness 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.

Jakob's a soldier. Maybe a medical professional who'd never taken the actual Hippocratic Oath, but a solider deep to his core. Most skill with weapons he exclusively learned during his time in Vietnam.

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

+2 dice to all firearms rolls.

You also gain the following effects:

  • Silent Killer: If your shot would kill or incapacitate your target, they make no sound, even incidentally, for the next Round.

Laz's greater understanding and control afforded by his research and his MMI has allowed him to refine delivery to individual guided motes, rather than a crude dart. This allows him to focus everything on shutting down his foes before they can do harm to those around him, as well as freeing him from the mental strain of maintaining the lock. The cost of this lesser concentration is that without the overdosing attempt, targets are effectively dosed with melatonin rather than sedative.

Spend an Action. Select a Living target within 30 feet. Roll Intellect + Medicine at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.

If you succeed, your target becomes drowsy for the next 30 minutes, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Contested Outcome x 3 minutes. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.

Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.

When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
  • 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.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
  • Thermal: You are able to "see" heat signatures within your line of sight.

Possession of this Power grants the following Battle Scar: disfigured.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

Stock Power Gifts

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 Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.

If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.

This trauma cannot be removed by spending Experience and undergoing mundane therapy. 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.

Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 3 dice to dodge, Grapple, or make roadie Attacks. Their unarmed Attacks are melee range and deal +0 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Your minion is able to lifting and hauling with a 7 dice pool. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are not obviously Alien.

You may only use this Effect once per day.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.

If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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 you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • Effects which circumvent Armor completely also circumvent your barrier.
  • 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 as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.

Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.

Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.

For the next day, you may issue specific commands to your target which they will be compelled to follow.

Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
  • 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.