Reveal Thyself! "Look into my eyes and tell me if you see a man that would be willing to show you mercy"

1
Requires Seasoned
The power to learn details about others.
Used by Tarhos Kovacs, Created by CertifiedWeeb.
(During Effect activation, you are obviously interacting with the target. )

The user of this gift will intimidate a target into revealing information they may not even be privy to.

Tarhos is an incredibly imposing man, and intimidation was one of the first tactics he mastered. He became so proficient in it that simply looking a man in the eyes was enough for them to divulge their darkest secret whether they wanted to or not.


Exert your Mind and spend a minute. Select a Sapient target within 20 feet. At the end of your investigation, roll Brawn + Brawl at Difficulty 6. The target resists by rolling Body at Difficulty 7.

You learn all the following information about your target:

  • Determine if this target is Alien in origin or whether it has any Alien energy or outside influences. You receive information about the type of energy, including the name of the relevant Source pool or equivalent.
  • You learn a hidden desire of the target. Roll Outcome determines the relevancy / secret-ness of the desire.
  • You determine any major weaknesses that the target might have.

The quality and specificity of information gained depends on your Outcome.

You determine the effect of any active Alien energy detected, and you get an idea as to the sorts of ways that latent Alien energy may be channeled by the target.

Any information you gather is The target will speak their secret aloud and made publicly available.

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.

  • Weakness Must be things that are systemed around. For example, silver for a werewolf. Not general like "she's bad at fighting".
  • 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.
  • 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.

Community Targeted Gifts

The art of illusions. To control the senses and manifest something that appears to be real, or to warp the world to create the facsimile of something real. What difference is there truly in such a act from creating? The answers lies in that it is only the degree to which one is able to enforce their will. In divinity, the power to do such becomes more evident every day, and now Leon's illusions are no longer merely as such so long as he is willing to commit his essence to it's creation. Though Leon can't help but ask as he becomes more in tune with this, is this truly what it feels to be divine? Because so much of this seems alien and not of himself.

Exert your Mind (unless you are Sculpting) and spend an Action. Select a Location within arm's reach. This Effect cannot be used unless The illusion that is becoming a material must be made into an exact replica of the illusion. You must use up A katashiro in order to activate this Effect. You must be in an area abundant with Illusions. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

Select one of the following alterations to create out of Illusions originating at the target:

  • Dome: Create a dome or other simple, enclosed structure made of Illusions up to 40 feet in radius, 24 feet high, and 24 inches thick.
  • Sculpt: Sculpt a surface made of Illusions up to 80 feet by 80 feet. You may make aesthetic changes or minor functional improvements like a ladder or stairs. You may sculpt windows, doors, and similar alterations into structures you created with this Effect.
  • Wall: Create a straight wall made of Illusions up to 80 feet long, 20 feet high, and 24 inches thick. This wall can also be used to create a bridge, ramp, or similar. It must be free-standing.

The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.

This alteration lasts indefinitely but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 12 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.

You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.

  • Attempting to break any alterations with inappropriate tools may damage or destroy the tools at the GM's discretion.
  • Any structures you create leave precise gaps for obstacles in their path or push them out of the way. You cannot directly destroy objects or structures or damage beings by creating walls or domes.
  • Tool guidance for GMs:
    • Difficulty 9: Brawn 5, no tools.
    • Difficulty 7-8: One-handed tools or makeshift tools (like a sword). Mythic Brawn without tools.
    • Difficulty 6: Appropriate manual tools. Crowbar, sledgehammer, armor-shredding attacks.
    • Difficulty 4-5: Power tools, vehicles, explosives.
  • 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 at least one Action. Select a number of Sapient targets equal to your Charisma within 20 feet. This Effect cannot be used unless you are in your Alternate Form and the command does not involve any form of harm or malice. You must actively and obviously use magical girl paraphernalia to activate this Effect. Communicate a command to your targets. Roll Charisma + Alertness at Difficulty 6. The 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 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.

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, a conditional request, and an abstract goal. 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.

Possession of this Power grants the following Trauma at all times: Help The Innocent.

  • When targeting multiple individuals simultaneously, they must all be issued the same command.
  • 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.")
    • Abstract Goal: You command can be general or abstract, leaving the details of how your target achieves it up to them. (e.g. “crash your company's stock price" or "help me find the nearest vampire.")
    • 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.
  • 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 1 minute. Select a Sapient target within arm's reach. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, a specific period of time (up to 1 hour long) from your target’s memory is replaced with new memories of your choosing. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.

The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).

  • You do not gain mind-reading through this effect, so your ability to alter their memory is limited by your knowledge of what they might know.
  • The target's roll to realize their memories have been altered can be made a maximum of one time per day.
  • 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 to activate. Select a Living target within 45 feet. You must actively and obviously use Diamond pendent to activate this Effect. Roll Brawn + 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 3. Armor is fully effective against this damage.

Injuries caused by this Effect do not heal naturally. They can be Stabilized, but will not reduce in Severity unless they are healed through an Effect or some sort of supernatural ability.

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

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

If the target takes damage from this Effect, they will receive at least a Minor Battle Scar regardless of the Severity of their Injury. The specifics of the scar are up to GM's discretion.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Your face distores and you take on almost a demon like appearance.

Possession of this Power grants the following Battle Scar: Your diamond pendent fuse in with your chest slighlly turn the area around it dark Metallic blue.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.

Spend a minute. Select a Corpses within arm's reach. You must actively and obviously use Magnifying Glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.

You learn all the following information about your target:

  • You receive Footsteps, allowing you to discern where this object has recently been.
  • You learn Target's moment of death.
The quality and specificity of information gained depends on your Outcome.

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

  • 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

This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Roll Perception + Culture 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 triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • 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 activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. This Effect cannot be used unless the target is alive and bleeds.

Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.

You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.

You receive +2 dice to any rolls made against a marked target.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Marked individuals satisfy the line of sight requirement for targeted Effects.
  • 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 a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.

The treated Battle Scar heals as you finish activating this Effect.

Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.

  • This consumable is destroyed when used and cannot be used again.
  • 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 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. 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. While it is upgraded, the item cannot be destroyed.

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

  • "Destroyed" in this context means "prevented from functioning for its primary purpose", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed" and a car's windows may still be broken.
  • This consumable is destroyed when used and cannot be used 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.

Spend an Action. Select a target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.

For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail.

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

  • 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.