Mental Domination An open mind is like a fortress with it's gates unbarred and unguarded.

1
Requires Seasoned
The power to command creatures.
Used by Gideon Lockhart, Created by leonvanderblight.

Gideon's eyes alight purple and so do the eyes of his targets, a psychic scream like a crushing weight resounding within the minds of all involved. Each of them bleeding the energy of the psychosphere into the aether around them for a moment as the connection is formed and their minds link. Gideon's will dominates the others into submission and crushes them beneath the heel of a mental giant forcing them to capitulate to his will.

Gideon has had reason to practice. Great reason to practice, and his latest gift had been used to push his more finessed psychic abilities to their next zenith. Allowing him to dominate the mind of these rote beasts, their simple minds far easier to command than that of the people around him and besides. It was far less of a risk to expose that you could control the mundane monsters of the world than to dominate the mind of a person, and Gideon has learned through brutal, repeated, lessons that monsters can be just as.. if not far more threatening than any man you could run into. Though in doing so he retains the classical risk of his mind melding into that of his target Gideon is confident that his mental fortitude is greater than that of any thoughtless beast he may encounter.


Exert your Mind and spend an Action to activate. Select a Creature within 20 feet. You must actively and obviously use An orb of souls to activate this Effect. Make a Trauma roll when you activate this Effect.

For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Creatures which are the same species as your target will also be compelled to follow commands that you issue if they are within 20 feet when the command is given.

Your commands must be relatively simple and within the target’s intellectual grasp. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.

If you use this Effect on the same Creature two days in a row, the effect lasts indefinitely.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Souls explode from the orb surging out into the mouths and throats of the creatures effected.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • You can target yourself if you qualify as a valid target by the other requirements.

Community Targeted Gifts

Exert your Mind and spend an Action to activate. The area within 20 feet of you immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Intellect + Technology at Difficulty 6.

If the Outcome is positive, your blast hits everything within 20 feet of you with Damage equal to your Outcome + 2. Armor is fully effective against this damage. If you botched the activation roll, you will also take full damage from the blast, otherwise it will not hurt you.

Anyone hit by the blast may roll Body at Difficulty 7 as a Free Action, and reduce their Damage taken by the Outcome.

  • You can target yourself if you qualify as a valid target by the other requirements.

Much like his second favourite animal the frog, Oliver can now experience the thrill of hopping about.

Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.

You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You must be on a surface of some kind in order to activate this Effect; it cannot be activated while in mid-air.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • 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.

Expend a point of Battery and spend an Action.

You create a hemispherical dome of smoke/fog originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in the following ways:

  • Disorienting: Any time someone moves within or through the zone, they must roll Mind at Difficulty 8. If they fail or botch, they move a similar distance in a different direction of the GM’s choice.
  • Obscured Vision: The zone is partially blocked from view. Anything within the zone will have difficulty seeing anything or being seen from the outside. Any rolls that rely on sight are made at -3 dice, and rolls that would benefit from sight are rolled at -1 dice.
  • Off-Balance: Anyone inside the zone cannot take any Reactions except to Clash.
The zone expands immediately to its full size from the chosen Location and will spread to fill the entire area regardless of any barriers or cover.

  • The Effect does not follow you after you activate it.
  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • 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.

Spend an Action. Select a target within 20 feet. Roll Intellect + Alertness at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.

If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They can still move their arms and use Effects, but cannot move to a new location.

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 contested Outcome on the Effect activation.

Your bindings affect intangible beings like ghosts.

This Gift's Cost is capped at 2 and cannot be increased further.

Possession of this Power grants the following Trauma at all times: You're weak: Whenever someone attempts to tell Aaron what to do, Roll self control to resist murderous intent.

  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • 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. Select a target within arm's reach. Roll Brawn + Athletics 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. Armor is reduced to 1/2, rounded down against this damage.

You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.

If the target receives an Injury, they are knocked back 5 * Severity feet.

  • 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 Targeted Gifts

Exert your Mind and spend an Action. Select a target within 45 feet. 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. Armor is fully effective against this damage.

  • 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.

Spend an Action and use up this small metallic grenade with pin (unless you succeed on 1d10, Difficulty 7). Make a thrown attack at a Location within normal attack range. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you are hit as it activates immediately at your present location. The target may roll to dodge or defend, as normal for thrown attacks. The attack does not deal Damage, but the Effect does.

If you succeed, all affected targets will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but are reduced to ¼ of their movement speed.

The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of Damage equal to twice the original Contested Outcome. Damage from multiple attacks is cumulative and stacks linearly.

  • This consumable is destroyed when used and cannot be used again.
  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • 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.

Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.

Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.

The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.

Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Your revived targets deal 2 Weapon Damage with their unarmed attacks.

  • The creature will die at the end of any 24 hour period gone without consuming their specified diet, and it is important that this growing desperation is reflected in how they are roleplayed.
  • 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. 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 can see your target.

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

The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

  • 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.

Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.

The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.

Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.

Your revived targets deal 2 Weapon Damage with their unarmed attacks.

  • The called shot requires 4 Outcome dealing 4+ Damage or 6 Outcome dealing 2+ Damage.
  • 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.