Jordan locks eyes with his target, and holds their gaze. Both parties’ eyes strangely dilate for a moment as if seeing something only the two of them can see. Then, if successful the target carries out the singular sentence he broadcast into their brain. For the target, what this looks like is when they gaze into Jordan’s eyes, they seem to fall into them, deeply, until all they see before them is a single sentence, and they have a deep primal fear of what will happen if they do not carry it out.
Though it is very difficult to perceive as it is a beam of light, (thus moving at light speed), the way the gift works physically are that Jordan’s alien eyes beam out an encoded signal that is received through the target’s eyes, sending a single message to their brain. If Jordan’s eyes are destroyed, he will lose access to this power. This power would also be ineffective on things that cannot visually perceive light.
“Psychic spies from China try to steal your mind’s elation”—Californication, Red Hot Chili Peppers
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. 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 Rounds. 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. 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-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.
Keith Nightly starts to play a song, and the sheer awe generated by his performance makes it difficult to approach him.
Uses Music
Exert your Mind and spend an Action to activate. You must actively and obviously use Musical Instrument to activate this Effect. Roll Charisma + Performance at Difficulty 6.
Create a repulsion field which extends out 15 feet from you in every direction, and lasts for the next minute. Any Animate targets within the field cannot move any closer towards you. If they were within 15 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
You must remain standing in the same location while this Effect is active. Moving to a new location will interrupt your Concentration and end the Effect.
The crown's symbols twist slightly and the target develops an internal brand on one of their organs carrying the symbol of the beast.
Exert your Mind and spend an Action. Select a target within 20 feet.
Your target is marked with ________. 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. This Artifact can have up to 3 marks active.
You receive +2 dice to any rolls made against a marked target.
Gulliver touches his target gripping their shoulder, pushing his energy of the forest into their soul, slowly transforming them into his pets and followers. Into the woodland creatures that serve him
Exert your Mind and Spend an Action. Select a Living target within arm's reach. Roll Brawn + Influence at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.
All alterations you make must Woodland creatures.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Upon striking up a conversation with the target, Bridget gazes deeply into the target's eyes, unblinking. It is as though she is deeply entranced by their discussion, no matter how banal the subject. Bridget's eyes pierce through the target and she may attempt to change locations to look into their eyes should they look away.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
Polamedes places his hand on a person or object. The nanobots making up the arm sleeve start to disassemble and become loose. They surge down the outstretched arm pulling with them long strands of polamedes skin. underneath the skin threads are small glowing dots hidden under the dermis serving as connection points. The bots take the skin trails and start connecting them to the target that will be upgraded. Burrowing new holes and inserting the strands of skin as long tensile wires of flesh. Once the skin wires are all connected surges of blue light travel from Pol to the target transmitting data and nanomachines into the new vessel. Once in their new host the nanomachines balloon the flesh and are seen squirming around both in the area to be upgraded as well as migrating their way northward to the brain in order to establish the new neural pathways needed to connect to the augmented area. Once the augment is finished the fleshwires dissolve into a puddle of blood and sparking electricity for a few seconds before dissolving completely and reforming. The new mass of bugs crawls its way back towards polamedes and reassembles into the sleeve covering his right arm.
Fear of being recorded
Exert your Mind and spend 30 minutes. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Flesh Wires.
In addition to their benefits, your augments come with a penalty equivalent to a minor Battle Scar or Trauma. This penalty does not count as an additional Battle Scar or Trauma.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
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:
The augmentations you provide are not outwardly visible nor obvious.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 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.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
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.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.