Viewing Effect - Suggestion
Push someone towards doing something

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 your target, and roll [[suggestion-roll]]. 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

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

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

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

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 immediately made aware that they have been truly 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. Any creature that has been "awakened" to supernatural phenomena will know that they have been truly cursed, while more naive targets may believe that you are lying. 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.

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.)

Concealed (This Power is not obvious. Bystanders must roll Perception + Alertness, Difficulty 7 to determine the Power's Source and Target. You must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)
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.

Drawbacks

Useful Idiot (Target seems obviously mind-controlled for the duration or when acting on commands.)
Double-cross (The target informs anyone whom they see that they were sent by you.)
Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
The Suspense Is Killing Me (You are incapacitated from the moment the Power is used until the task is complete.)
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Contestable (The target must either consent to be targeted or be unconscious, hypnotized, thoroughly drugged, in surgery or similarly incapacitated.)
Traumatic (Make a Trauma roll when you use this power)
Long Cast (This Power takes one minute to activate.)
Exhausting (All Actions are -1 die after this Power ends. Lasts for either 24 hours, or the duration of this Power, whichever is greater.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Mage (Activating this Power 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 Power 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.
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.)
Painful (Your Penalty is increased by 2. This lasts for either one hour, or the length of the Duration parameter if applicable. Is always on for Passive abilities.)
This Drawback stacks with itself; if you cast multiple abilities with Painful, or one ability multiple times within the duration of the effect, your effective Penalty will go up by 2 for each use of a Painful ability.
Sacrifice (Activating requires you to Exert your Body instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power 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.

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.

Example Powers