Viewing Effect - Suggestion
Order someone to do what you want

Create a Suggestion Power

Description

You have the capacity to issue a command to someone that they are forced to follow. The command must be verbalized or otherwise directly communicated and cannot force someone to endanger themselves or others, or significantly compromise their core beliefs.

System

Exert your Mind, spend an Action issuing your Suggestion to an Animate target within 20 feet, and roll [[suggestion-roll]]. You must communicate your command. The target may resist by rolling [[resistance]]. If you succeed, the target will follow your command for [[duration]].

Your command may be no more complex than [[complexity]]. Your command cannot be obviously self-endangering, destructive, or in violation of the target's Limits.

Enhancements

For British Eyes Only (Your command can be understood only by you and your intended target.)

Stop Hitting Yourself (Your command can cause the target to harm themselves.)

Groupthink (You can affect multiple targets at once. You must Exert your Mind for each target, and must issue same command to all.)

Kitsunegaru (You may issue a suggestion to your target at any range.)
Does not remove the requirement that the command be communicated in some way.

AoE (Affects all potential targets in a 20 foot radius of the primary target. This includes allies and yourself.)

Unsafe Work Environment (Your command can place the target in a potentially endangering scenario. This includes Combat, and you may command them to attack any target that is not someone they care deeply about.)

Loose Morals (Your command can push the target towards violating their Limits. When the effect wears off, they must make any appropriate Trauma rolls. If you have taken the Enhancement Unsafe Work Environment, you may command them to attack those they hold dear.)

Curse (Instead of taking effect immediately, you may apply this Power as a curse. Specify a condition that, when fulfilled, causes the suspended effect to occur. The target is informed that they have been cursed and of the condition.)
Any activation rolls occur when you attempt to cast the curse, not when it takes effect. The manner of the target being made aware is flexible. Speaking the curse aloud is a popular choice. Unless this Power is Concealed, the target is likely to believe they've been truly cursed. If this Power has a visual effect, it still occurs at the time of cast. If the Power is one that can be dodged or otherwise Reacted to, it is still dodgable at time of casting. No two active curses may have the same Condition.

Subliminal (You do not need to communicate your command to the target)

Concealed (Using this Effect is not obvious. Choose a Tell that occurs only when you use the Effect; if-- and only if-- someone suspects that a Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes. Your Tell should be something small that would not otherwise frequently occur, such as a slight nosebleed, fiddling with an object, an intense stare.

Drawbacks

Focus (Using this Effect requires a specific kind of item.)
Subject to Playgroup Leader approval. Drawing an accessible object (such as one in a holster) counts as a Quick Action (-2 dice), and removing something from a backpack or luggage requires a Full Action.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen. You must use / wear this item as intended to use this Power.)
The Suspense Is Killing Me (You are incapacitated from the moment the Power is used until the task is complete.)
Double-cross (The target informs anyone whom they see that they were sent by you.)
Conditional (This Effect is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
The condition must be significant. Subject to GM approval.
Once per Day (You may only use this Effect once per day.)
Useful Idiot (Target seems obviously mind-controlled for the duration or when acting on commands.)
Traumatic (You must make a Trauma roll when you use this Effect.)
Long Cast (This Effect takes one minute to activate.)
Biological Psychology (This power only works on Sapient, Living targets)
Exhausting (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 penalties stack. If you activate this Effect or another Effect with Exhaustion, your penalty will continue to worsen.
Fan Dance (Must retain Concentration to keep up the effect. While active, you are unable to do much besides move slowly, and if you are Injured or otherwise disrupted, the effect ends.)
Sacrifice (Activating this Effect requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Effect consumes some material good in addition to its other costs.)
Mage (Activating this Effect requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Effect fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Monstrous (Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.
Consumable (Instead of using this Power directly on a target, you must prepare it as a consumable material. Anyone who drinks or eats a full dose is fully affected by the Power and cannot make any resistance rolls. Prepared doses expire in 24 hours.)
Preparing a Consumable dose takes one hour, but any number of doses may be prepared in that time. Any activation-restricting Parameters must be at their default level (e.g. range), and few if any cast-restricting Drawbacks (e.g. long cast) can be taken. This does not reduce Power activation costs, so if you prepare a dose before a Game, you will be Exerted as normal. Any activation roll for this Power is made when the dose is consumed, not when it is prepared. Minimum dose size is a thimble’s worth of fluid. Any decisions about the Power’s behavior that you would normally make at cast time are made when the dose is prepared instead. A prepared dose is a physical object that must be carried and may be lost, stolen, or given away. Drawbacks around activating this Power (ritual, long cast time, etc) are restricted or apply to the dosing of the Power instead of its preparation. If a partial dose is taken, the Power may be partially effective at GM’s discretion.
Easy to Resist (The target must either consent to be targeted or be unconscious, hypnotized, thoroughly drugged, in surgery or similarly incapacitated such that they could not or would not roll to resist this Power.)
If this condition is satisfied, no defensive rolls may be made by the target.

Parameter - Duration

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 5

  1. 1 round
  2. Outcome in rounds
  3. Outcome in minutes
  4. Outcome in days
  5. Outcome in months

Parameter - Complexity

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 4

  1. Grunts or gestures
  2. Simple commands, mostly single word (sit, come here, run)
  3. Conditional commands (If X, then Y)
  4. Commands which require thought and/or decisions
  5. Multi-step commands
  6. You can affect the target's beliefs.
  7. You can change the target's personality.

Parameter - Duration

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 5

  1. 1 round
  2. Outcome in rounds
  3. Outcome in minutes
  4. Outcome in days
  5. Outcome in months

Example Powers

The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.


Exert your Mind and spend at least one Action to activate. Select a Sapient target within 20 feet. 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 minutes. 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-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.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • 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.

The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.


Exert your Mind (unless you win a coin flip) and spend at least one Action to activate. All Sapient, Living targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected 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 the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in minutes. 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-endangering or self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • 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.