Speak No Evil. Would you like to learn about our lord and savior?

1
The power to communicate with corpses and humans.
Used by Janus Hect, Created by jumbohiggins.
(Activating this Effect is not obvious. The only sign you are using an Effect is Janus eyes change color from brown to blue. )

Janus reflects on his time in the cult and his slow but progressive indoctrination. How his food was subtly diminished, sleeping times were shifted, independence and decision making were shelved. How all of his behaviors were subtly curtailed to fitting what the cult wanted. He then tries to recreate a minor example of that on another in order to better understand them and their traumas.

Behavior Control (Examples)

* Promote dependence and obedience
* Modify behavior with rewards and punishments
* Dictate where and with whom you live
* Restrict or control sexuality
* Control clothing and hairstyle
* Regulate what and how much you eat and drink
* Deprive you of sleep
* Exploit you financially
* Restrict leisure time
* Require you to seek permission.

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Exert your Mind and spend one minute. Select a human or Dead target within arm's reach. For dead targets, you must possess their True name..

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

This Effect is not obvious, and the only sign you are using an Effect is Janus eyes change color from brown to blue. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

You may only use this Effect once per target per day.

Possession of this Power grants the following Trauma at all times: When encountering a particularly dumb individual Janus must resist the urge to change their behavior according to the B section of the BITE model..

  • The target of "human" refers to any target that speaks a human language.
  • 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

Spend an Action to activate. Select a Living target within 300 feet. You must use up 4 AA batteries in order to activate this Effect. Roll Intellect + Firearms 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. The target's material Armor is completely ignored.

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

  • "Material Armor" includes armor from equipment but not Armor from Mythic Brawn, barrier, or mystical armor.
  • You can target yourself if you qualify as a valid target by the other requirements.

Locks are pathways designed to eventually be opened. One of the most efficient methods of saving time is finding a way to bypass these boundaries and restrictions -- the simplest being a 'lock'.

Spend two Actions performing the following ritual: Thorough, repeated jamming of the limbs and body into applicable surface at varying complex angles, accompanied by decrees of 'first try' and loud expletives. Select a Non-Alien door, container, knot, or lock within arm's reach. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You may lock, unlock, and/or open your target.

  • Operating some locking mechanisms through this Effect may have a secondary effect, such as a turn-key ignition on an older or cheaper car causing it to start or stop. Note that the locking mechanism itself must satisfy the standard targeting requirements (including line of sight), not just the vehicle.
  • Any mechanism that requires a key, keycard, key fob, or combination may be considered locked, at the GM's discretion. This Effect may be used on doors and containers secured with control panels or other electronic locks, but not computer security systems at large.
  • 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.

Use up this The panacea (unless you succeed on 1d10, Difficulty 7) and spend 1 minute to activate. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Roll 7 dice Difficulty 6, penalty does not apply.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see As the Skin weaves together as the patient screams in pain.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • This consumable is destroyed when used and cannot be used again.
  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.

Roland is a natural born elementalist, a potential ferromancer. He has always had a connection to metal since birth. He discovered this ability at age 11, when Hurricane Katrina hit New Orleans. Roland’s elemental Attunement awakened, and he used its pull combined with his naturally good swimming to create rungs on the wall to climb his way out of his rapidly flooding house.

Exert your Mind and spend an Action. Select a Location within arm's reach.

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

  • Sculpt: Sculpt a surface made of Metal up to 20 feet by 20 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.

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 three hours 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 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.

  • 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.

On the name:
A term that Zephyren has learned in his Engineering classes, which is just a really roundabout way of saying something has blown up when it wasn't supposed to. A lot of things aren't supposed to explode, but does it stop Zeph from trying anyway? Not really.

On destruction:
He's the burnt aftermath of a blaze. He's the ashen trail left behind - always to be abandoned, always to be harmed and tossed away. He has to change that. He can't just let people get away with this. He'll take their place just so they can't do it to him willy-nilly anymore.

On anger:
Zephyren is a ball of anger. From the beginning he's got an intense anger for the world that he's just been keeping at the back of his mind, shelved for later use. It's melting down in the archives, it's overheating in the engines. He was never meant to hold it back. Now it's just a source for more anguish from the things he destroys out of spite. He tells himself that he feels horrible about it, but in the long run, he thinks he's better off taking out his anger on lifeless items. Unfortunately, it seems that channeling his anger in any way still has consequences...

On expletives:
Something is stopping Zephyren from saying something truly unforgivable. This power does it for him. It screams and wallows over all the stupid decisions people have made, all the ways they could've solved all their problems if they weren't [insert slurs here]. He's heard other people say these things all the time back home, so why couldn't he? He knows why. He only hopes that social convention isn't the only thing that's holding him back.

Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within 20 feet no larger than a purse (5 liters). Roll Perception + Occult 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.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a firebird forcefully expanding from within and mutilating itself so it could escape the object.

  • The shape of the destroyed material must be simple, such as a box or sphere. Bringing down large buildings requires an Intellect + Crafts roll to analyze the structure and may also require multiple activations. Buildings that are destroyed usually fall slowly or in pieces, creating an environmental hazard for a few Rounds prior to collapsing.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • 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.

Stock Targeted Gifts

Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.

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

Your commands must be relatively simple and within the target’s intellectual grasp. 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.

Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.

You learn the following information about the area:

  • You can tell the age of any structure or natural formation in the area. This includes trees and plants growing in the area.
  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same area more than once 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. 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.

Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.

If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.

You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.

  • This Penalty is not removed if a character Exerts their Mind to ignore penalty.
  • If a character has a dice pool reduced to 0, they cannot attempt that action.
  • 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 eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.

You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

  • Specialized: You receive +2 dice to a particular non-combat, non-Effect Action.
  • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
  • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
  • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
  • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
  • Zippy: Your Free Movement is increased by 10 feet.
  • Maws and Claws: Your unarmed attacks do +2 Weapon Damage instead of -1.

The augmentations you provide are not outwardly visible nor obvious.

  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may not augment targets with pouches or implanted devices that are larger than they are.
  • Targets without Body ratings may have a maximum of 4 augmentations.
  • Example environments for adaptation: space, all saltwater, all fresh water, all water under 50 feet deep, all water deeper than 50 feet, the jungle, radioactive areas, a specific alien world, etc.
  • 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.