Marks caught a few villians in his day, and one thing they always seem to have in common is they never shut up.
He's learned how to conversationally 'push their buttons' and make them talk.
So far, the most reliable way has been to talk about himself, to instigate their inevitable sense of competition.
Think more.. skill of conversation than anything supernatural.
Exert your Mind (unless The target thinks they have the upper hand) and spend a minute to activate. Select a Sapient target within arm's reach. You must continuously interact with the individual in question in order to gather any information. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Brawn + Influence at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome. For any information you learn about your target, the corresponding information about you is shared with them.
Any information you gather is A spoken conversation and made publicly available. This also includes any information the target learns about you.
Green beams of light shoot from the users eyes, causing a reaction similar to sulfuric acid concentrated on the point where it hits. The consistent focus of the lasers can burn through many objects and melt through metals, given enough time.
Spend an Action. Select a target within 300 feet. Make a Trauma roll when you activate this Effect. Roll Perception + Alertness 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 2. Armor is fully effective against this damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's Cost is capped at 2 and cannot be increased further.
Tony's mouth always seems to get him into trouble. His voice, already quite distinctive, becomes even louder and slightly echoing, lingering in the air and ears of those listening long after he stops speaking. There isn't any noticeable or flashy change to the surroundings, but a person affected just can't seem to ignore anything that Tony has to say. And Tony himself is more than happy to talk shit and make jokes all day.
Spend an Action to activate. Select a Animate target within 5 feet who can perceive you through Hearing. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If you succeed, the target 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 they cannot perceive you through Hearing for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or enters Combat.
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.
You may end this effect prematurely as a Free Action.
This Gift's level is capped at 2 Gifts and cannot be increased further.
You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. At the end of your investigation, roll Intellect + Technology at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
Claire gently holds her unresisting target, the larvae slowly sliding out of her pores and slithering into the host, slowly eat away at whatever they travel to, until they make themselves wherever inside the host. Slowly, slowly, the target becomes a suitable container and nourishment for the young ones until they all grow up~
A Brood Hatchery is whatever species the target initially was; however, they now have many enlarged pores, several scars and wounds, containing Claire's larvae that are all producing little eggs, each egg waiting for the right moment, the right time, as they all awaken, the eggs hatch and begin infesting the mind of the target, making it become a part of the hive mind, seeking to make more and more kin.
Spend an Action. Select a Living target within arm's reach. This Effect cannot be used unless your target is made incapable of resisting. Roll Perception + Alertness at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Animals at Difficulty 9, and can be cured by removal of all parasitic larvae within the host. Gifts or supernatural Effects and Powers which would cure or prevent this affliction do not cure or prevent it, but instead offer a clear diagnosis and provide information regarding the method of treatment without requiring a diagnosis roll.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Several dozen larvae crawl out of Claire's pores and attempt to cling onto the target and bore inside them.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
A shadow figure with surgical tools appears making sure the wound is exactly the same as the targets. This also slowly causes the target to heal fully healed upon completion of the wound infliction on the user.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you It causes the user to be paralysed for the next 8 turns. Your target may Resist to cancel the transfer.
You may choose one each of as many things as you like from the following to transfer from your target to yourself, or from yourself to them:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The wounds are slowly and painfully placed upon the user taking 4 turns..
The mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The user places this slip of paper from the mystic against their head, speaks the inscribed phrase, and envisions a time they wished they were alone. the paper bursts into a shockwave that pushes a nearby being away. The repulsion field can be maintained for several seconds by meditating on the nature of solitude.
Spend an Action and use up this paper with mysterious calligraphy. Select a Animate target up to 100 feet away.
Targets are pushed back until they are 100 feet away.
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.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
You may maintain Concentration after the initial activation of this Effect to continue the push on the target. Lasts up to one minute.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities: