Second Dawn:Powers
From EryriWiki
This is a reference document for the LARP The Second Dawn.
Common abilities: Penetrating insight (4, mental/social, check goals) Evasive (one-use, re-pick goals) Fisticuffs (*, combat, disabling ends when released) Attack (*, combat, loser disabled until cured, uses weapon) Charm (4, social, be friend) Suspect (4, social or mental, detect lies) Convince (4, mental, command) Entice (4, social, command) Survivor (one-use to help survive combat)
Uncommon abilities: Diversion (4, social, force a group to leave location) Hack (3, mental) Monitor (auto, mental, check radiation rating) Very Important Person (3, social, make people leave you alone) Oratory (auto, social, make people listen for a few mins) Technobabble (3, mental/social, make people leave you alone) Sneak (1, physical, bypasses NPC room security/crowds) Supposed to be here (1, social, ignore local crowd or security, with group) Technical access (1, mental, ignore security with group) Hypnotize (3, mental, stuns) Technical access (1, mental, bypass security/crowds) Authorization (bypass security freely) Whole Mind (AIs immune to emotional control) Harmless mountain folk (4, social, don’t take them seriously)
Rare abilities: Professional confidentiality (auto, prevents ppl from revealing business assoc) Telltales of influence (5, mental, check AI rating) Stick and wheel (auto, social, reveal Pilot skill) Theft (*, physical) A practiced eye (4, mental, reveal items) Fears and dreams (social, read some Opinions) Contingency plans (negate one effect, if you can explain how) Intimidate (4, social) Freeze! (*, combat, stops without disabling) Weasel (defend against combat with social) Chemical Hack/simple touch (AI attack- earth) Optic Nerve Hack/flashing light (AI attack- earth) Chemical Hack/simple touch (AI attack- space) Optic Nerve Hack/flashing light (AI attack- space) Model and Predict (check out pilot/navigation info on ship) Where have you been? (4, social, describe last scene) What are you planning? (3, social, ask about plans) Whom do you serve? (3, social ask about loyalties) Who are you? (4, social, ask about personality) What do you want? (4, social, ask about business) What have you done? (4, ask about background) Awe (4, social, religious awe) Calm (4, social, prevents combat or aggression) Unflappable Pokerface/tall tales (prevents questions) Leadership (gives people bonus when aiding you) Project Oversight (senior Tinkers get onto ship easy) Security clearance (dyer/atkinson get everywhere except ship) Fight the Others (if the space AIs get Excalibur)
Unique abilities: Confide in me (ask about love life) Do you have an appointment? (auto, President’s schedule) Poison (auto, one-use, die during session: Rowell has 2) Bodyguard (auto, redirect combat onto yourself) Spry for his age (gives pretending-to-be-old Bazett a surprise phys def) Genetic analysis (hunt for ageless) A killer’s will #1 (murder a disabled person, after ranting) A killer’s will #2 (murder a disabled person, after ranting) A killer’s will #3 (murder a disabled person, after ranting) Judge and mark #1 (prepare for lethal) Judge and mark #2 (prepare for lethal) Judge and mark #3 (prepare for lethal) Trajectory plotter (Cone’s cyber) Disarm Personal Security (noone steals from Baxter) Unflappable (immune anger/fear) Like Family (patriarca aids people) Terrorize (pirate beats security at gunpoint) Call for Backup (Dyer gets security moops) Security team (Dyer’s security)
Passive abilities: The eyes of joy (detect could-be-lover) Enough Money (achard’s pay) Observation (seerstone scrying) Upload (AIs upload) Black ways (detect “possible black science”) Relics of space (detect space object) Redundant Backups (AI duplicates can do limited karma-sharing) Commune with Ocean Southern accent (ID southerner) Citizens of the union (ID unionites) Citizens of the Plains (ID plans) Boring politicians (Jones IDs politicians for taunting) Find the General (Bazett) Aura of Heroism (Tillman) Repair Reaction (starfish hates radio) PRINT SPARES Virtual Reality (ageless ID VR gear) Virtual Sales (gives Baxter VR info) Just what you need (Niallghas IDs his cyberware) Familiarity #1 (Deasey’s nano) Familiarity #2 (Gaudet’s nano) Familiarity #3 (Clarkson’s nano) Familiarity #4 (Ceallach’s nano) Hybrid mind (keeps Kershwin from getting punked) Events (Baxter’s cyberware gets broken)
Common abilities:
Penetrating Insight Challenge: Mental vs. Mental or Social vs. Social (user’s choice) Strength: 4 Requirement: Three minutes of conversation. System: The user names a goal (#1-#4) before resolution. If successful, the target must reveal that goal to the user. Special: If the user chooses goal #1, the defender should add +1 to their total. Holders (37): Achard, Artair, Atkinson, Baxter, Bazett, Beathag, Buchanan, Ceallach, Clarkson, Cole, Cone, Deasey, Dockrill, Dogfish, Drake, Eisenhower, Gaines, Gaudet, Healey, Hood, KennedyE, KennedyF, Kershwin, Latour, Malamhin, Niallghas, Palmer, Pearce, RutledgeW, Stafford, Tillman, Whittaker, O’Malley, Wharton, Monroe, Penland, Jones
Evasive Qualities: One-use System: Reveal after user has been successfully affected by Penetrating Insight. The user reveals a goal of their choice instead, providing the new goal’s number. Holders (21): Achard, Baxter, Bazett, Buchanan, Ceallach, Dockrill, Eisenhower, Hyndman, KennedyE, Niallghas, Palmer (x2), RutledgeD, RutledgeW, Stafford, Whittaker, Monroe (x2), Rowell, Jones
Fisticuffs Challenge: Physical vs. Physical Strength: User’s Physical Defense Qualities: Combat, Obvious, Group Requirement: The user attacks their target with bare hands. System: The target becomes Disabled. This effect will end as soon as the target is released from the user’s personal custody/grip (max 15 minutes). Holders (19): Archibald, Cole, Cone, Dogfish, Drake, Hood, Hyndman, KennedyE, Kershwin, Latour, Palmer, RutledgeD, Stafford, Tillman, O’Malley, Wharton, Lamprey, Rowell, Jones
Attack Challenge: Physical vs. Physical Strength: User’s Physical Defense + weapon Qualities: Combat, Obvious, Group Requirement: The user attacks their target with a weapon drawn. System: The target becomes Disabled. This effect lasts until cured. Limitation: Cannot be used in a location with a Security rating. Holders (24): Atkinson, Baxter, Bazett, Cone, Dockrill, Dogfish, Drake, Dyer, Gaines, Hood, Hyndman, Kershwin, Latour, Niallghas, Palmer, Pearce, RutledgeD, RutledgeW, Tillman, O’Malley, Wharton, Lamprey, Rowell, Whittaker
Charm Challenge: Social vs. Social Strength: 4 Qualities: Emotional Requirement: Five consecutive minutes of conversation. System: The target becomes charmed by the user; the target will think well of the user, and give them the benefit of the doubt. This may take a romantic or friendly form, at the target’s discretion. Holders: (32) Archibald, Artair, Baxter, Beathag Bazett, Buchanan, Ceallach, Clarkson, Deasey, Dockrill, Drake, Eisenhower, Gaudet, Grant, Healey, Hyndman, KennedyE, KennedyF, Kershwin, Malamhin, Niallghas, Pearce, RutledgeW, Stafford, Tillman, Whittaker, Wharton, Lamprey, Monroe, Penland, Truman, Jones
Suspect Challenge: Mental vs. Mental or Social vs. Social (user’s choice) Strength: 4 Qualities: Truth Requirement: Ask the target to repeat or clarify a specific statement. System: The target must tell the user whether or not the statement in question was true. This reveals only lies, not evasions. Holders (33): Achard, Archibald, Artair, Atkinson, Bazett, Beathag, Buchanan, Cole, Deasey, Dockrill, Dyer, Eisenhower, Gaines, Gaudet, Hyndman, KennedyE, KennedyF, Kershwin, Malamhin, Niallghas, Palmer, RutledgeD, RutledgeW, Stafford, Tillman, O’Malley, Wharton, Lamprey, Monroe, Penland, Rowell, Truman, Jones
Convince Challenge: Mental vs. Mental Strength: 4 Qualities: Control Requirement: Explain briefly but coherently why a certain specific action should be taken. System: The target must attempt to carry out the command, unless it would cause them to directly violate their goals (or is otherwise suicidal). They may give up if it cannot be completed within 15 minutes. Holders (20): Achard, Artair, Atkinson, Baxter, Bazett, Beathag, Ceallach, Clarkson, Cole, Dyer, Gaines, Gaudet, KennedyF, Latour, Malamhin, Niallghas, RutledgeD, RutledgeW, Tillman, Wharton, Truman
Entice Challenge: Social vs. Social Strength: 4 Qualities: Emotional, Control Requirement: Suggest nicely that a certain specific action should be taken. System: The target must attempt to carry out the command, unless it would cause them to directly violate their goals (or is otherwise suicidal). They may give up if it cannot be completed within 15 minutes. Holders (24): Achard, Archibald, Buchanan, Clarkson, Dockrill, Grant, Hyndman, KennedyE, Latour, Malamhin, Niallghas, Palmer, Pearce, RutledgeW, Stafford, Tillman, Whittaker, Lamprey, Monroe, Penland, Truman, Jones, Deasey, Kershwin
Survivor Qualities: One-use Requirement: Play after losing a Physical Combat. Effect: The user makes a last-moment escape, through daring or endurance. System: The user may immediately move to an adjacent location. The winner (and anyone else) may follow. The Combat’s result applies as normal after this move. Holders (20): Archibald, Atkinson, Bazett, Cone (x2), Dogfish, Drake, Dyer, Hood, Hyndman, Latour, Niallghas, Pearce, RutledgeW, Stafford, Tillman (x2), Penland, Rowell, Lamprey
Uncommon abilities:
Diversion Challenge: Social vs. Social [or Social vs. fixed value] Strength: 4 [or 1] Qualities: Group (defender only) Requirement: Spend one minute talking to NPC servers, workers, etc. System: Show this card to a GM. The GM will present this card and run the challenge anonymously with a group of players in the current or adjacent location. Alternate System: Allows the user to ignore a location’s “crowd” rating for the scene. Make a Strength 1 challenge against that rating. The user may extend this effect to any number of people. Holders (11): Archibald, Bazett, Deasey, Drake, Eisenhower, Niallghas, RutledgeD, Stafford, O’Malley, Penland, Cole
Hack Challenge: Mental vs. fixed value Strength: User’s Mental Defense Qualities: Obvious Requirement: The user must have a seerstone and babbage. System: See a location sign (“Data rating”) or GM. Holders (12): Artair, Bazett, Beathag, Buchanan, Ceallach, Cole, Dockrill, Hyndman, Kershwin, Niallghas, Stafford, Jones
Monitor Activation cost: 1 Mental Requirement: The user must bring a decay monitor close to the target’s body. System: The target must reveal their current “R” rating. Note: With this ability and the appropriate item, you may also interpret the “R*” quality on items (at no activation cost). The value following the R follows the same scale. Key: 0 = no decay 1 = minor decay 2 = significant decay 3 = severe decay 4+ = life-threatening Holders (6): Drake, O’Malley, Deasey, Healey, Hood, Ceallach
Very Important Person Challenge: Social vs. Social Strength: 3 Requirement: Brush off a person who is just beginning to initiate conversation. System: The target must leave the user alone for at least 15 minutes. This does not prevent the use of powers, unless such powers require conversation. Holders (14): Grant, Truman, Artair, Gaines, Atkinson, Eisenhower, Monroe, Bazett, Buchanan, Palmer, Pearce, Wharton, Monroe, Gaudet
Oratory Activation cost: 2 social Qualities: Obvious Requirement: Begin speaking in a loud, clear voice. System: Everyone within conversational distance must listen attentively to the oration until the user is finished (max 10 minutes). Listeners may not leave or initiate challenges. Holders (12): Grant, Truman, Monroe, Buchanan, Cole, Gaudet, Grant, Whittaker, Monroe, Stafford, Drake, Healey
Technobabble Challenge: Mental vs. Mental Strength: 3 Requirement: Begin speaking on some scientific or technical subject. System: The target must leave the user alone for at least 15 minutes. This does not prevent the use of powers, unless such powers require conversation. Holders (7): Artair, Beathag, Ceallach, Malamhin, Niallghas, Cole, Beathag,
Sneak Challenge: Physical vs. fixed value Strength: 1 System: Allows the user to ignore any location’s “security” and “crowd” ratings for the scene. Make a single challenge against the higher of the two ratings. Holders (9): Drake, O’Malley, Deasey, Healey, Hood, Tillman, Latour, RutledgeD, Rowell
Supposed to Be Here Challenge: Social vs. fixed value Strength: 1 Qualities: Obvious System: Allows the user to ignore any location’s “security” and/or “crowd” ratings for the scene. Make a challenge against the rating of choice, or (to ignore both) the higher of the two ratings. If successful, the user may extend this effect to any number of people. Holders (6): Patriarca, O’Malley, Kershwin, Rowell, Cone
Technical Access Challenge: Mental vs. fixed value Strength: 1 Qualities: Obvious System: Allows the user to ignore any location’s “security” rating for the scene. If successful, the user may extend this effect to any number of people. Holders (4): Artair, Beathag, Malamhin, Niallghas (NOT CEALLACH)
Authorization Qualities: Obvious System: Allows the user to ignore any location’s “security” rating freely, along with any number of people. They and their guests may also enter the Second Dawn freely. Holders (4): Grant, Eisenhower, KennedyF, Pearce
Hypnotize Challenge: Mental vs. Mental Strength: 3 Requirements: Reveal a seerstone. Effect: A light flashes in the seerstone’s depths. System: The target becomes disoriented, not noticing any unusual events for 5 minutes. While dazed, they may still respond to direct questions or conversation. Items currently held in the target’s hands may be taken. Holders (11): Beathag, Artair, Malamhin, Ceallach, Dockrill, Buchanan, Jones, Hyndman, Kershwin, Stafford, Jones
Whole Mind System: The user can never be affected by any power that has both the “Emotional” and “Control” qualities. Holders (6): Hyndman, Stafford, Buchanan, Dockrill, Kershwin, Jones
Harmless Mountain Folk Challenge: Social vs. Social Strength: 4 Requirement: Talk like a clueless hick. System: The target will feel that the user is unthreatening, or otherwise not worth their time or effort. This should make the target unwilling to bother using powers on the user. This effect lasts until the end of the scene, though roleplaying implications may linger. Holders: Wharton, Hood, Cole, Kershwin
RARE ABILITIES Professional Confidentiality System: No power can ever force the user to reveal the identity of their business associates. Holders: Achard, Baxter, Rowell
Telltales of Influence Challenge: Social vs. Social Strength: 5 Requirements: Three consecutive minutes of conversation. System: The target must reveal their “D” rating. Key: Artificial intelligences have certain specific patterns of thought, and are very good at influencing people. Those who spend time with them tend to pick up those patterns as well. 1: No contact with AIs. 2: Incidental contact with AIs. 3: Significant incidental contact, or minor direct contact. 4: Significant direct contact. 5: Probably is an AI. Holders: Gaines, Kershwin
Stick and Wheel Activation Cost: 1 social Requirements: One minute of conversation about vehicles, flying, sailing, etc. System: The target must reveal their “Pilot” rating. Holders: Pearce, RutledgeD
Theft Challenge: Physical vs. Physical Strength: 3 (or 4, if the location’s Crowd rating is 2 or higher) Effect: An innocuous bump or brush, barely even noticeable. System: Take one item from the target, chosen randomly from their stealable items. The user may specify an item instead; if the target doesn’t have that specific item, the attempt fails. Note: If the user spends 2 Mental or Social points, this ability is not immediately apparent. They may decide after challenge resolution. Holders: Lamprey, Tillman, KennedyE
A Practiced Eye Challenge: Mental vs. Mental Strength: 3 System: The target must show all of their items to the user, even those that cannot be stolen. Holders: Lamprey, Archibald, Tillman, Beathag
Fears and Dreams Challenge: Social vs. Social Strength: 4 Requirement: Five consecutive minutes of conversation. System: The target must reveal their printed “Opinion” on one of the following six subjects: Second Dawn, Space, Black Science, Tinkers, Religion, the Watch. Holders: Hyndman, Stafford, Buchanan, Dockrill
Contingency Plans Qualities: One-use Requirement: Describe, in 1 minute or less, how a contingency plan could prevent the current outcome. The method may be exotic and improbable, but not nonsensical. System: Negates any one effect, including Combat. If the negated power is “one-use,” it is not expended, but cannot be used again on this person. Holders: Hyndman, Stafford, Bazett, Niallghas
Intimidate Challenge: Social vs. Social Strength: 4 Qualities: Emotional Requirement: Speak, glare, or otherwise express yourself in a threatening fashion. System: The target cannot use any powers on the user for 15 minutes, and should act in a cautious, intimidated fashion towards them for the rest of the night. Holders: Rowell, Dogfish, Lamprey, Hyndman
Freeze! Challenge: Physical vs. Physical Strength: User’s Physical Defense + weapon Qualities: Combat, Obvious, Group Requirement: The user threatens the target with a drawn Ranged weapon. System: The target drops their weapon, and cannot move so long as the user keeps their weapon pointed at them. Special: If the target is armed with a Ranged weapon, the user wins ties. Holders: Dyer, Pearce
Weasel Challenge: Social vs. Physical Strength: User’s Social Defense +1 Qualities: Combat, Obvious, Group (special) Requirement: Attempt to talk your way out of a physical confrontation; i.e., after someone else has initiated Combat. System: The user may use Social as their attribute in the current combat. Anyone may aid the user with Social points, but at half value (as if aiding in Physical Combat without a weapon). If the user wins, their opponent suffers no effect. Holders: Eisenhower, Achard
Chemical Hack (“Simple Touch”) Qualities: M Requirement: Touch the target for 3 consecutive seconds. System: No effect. Holders: Hyndman, Stafford, Kershwin
Optic Nerve Hack (“Flashing Light”) Qualities: M, Obvious Requirement: Hold up a seerstone. Effect: A bright rapid light flashes in the seerstone’s depths. System: No effect. Holders: Hyndman, Stafford, Kershwin
Chemical Hack (“Simple Touch”) Qualities: X Requirement: Touch the target for 3 consecutive seconds. System: No effect. Holders: Dockrill, Buchanan, Jones
Optic Nerve Hack (“Flashing Light”) Qualities: X, Obvious Requirement: Hold up a seerstone. Effect: A bright rapid light flashes in the seerstone’s depths. System: No effect. Holders: Dockrill, Buchanan, Jones
Model and Predict Activation cost: 1 Mental Requirement: Have a pilot present and willing, and have sufficient access to the Second Dawn to see a card with the “N” quality. The pilot must demonstrate their ability to use the ship’s controls, or at least attempt such. System: The pilot must report their “Pilot” rating. Read the “N” card to find the ship’s Navigation value. Key: Add those two values to determine the ship’s chances of piercing the Shroud. 4 or less: No chance 5: Low chance 6: High chance 7 or more: Guaranteed Holders: Dockrill, Buchanan, Jones
Where Have You Been? Challenge: Social vs. Social Strength: 4 Qualities: Truth Requirement: Ask the target to explain what they were just doing, or where they just were. (i.e., their last scene) System: The target’s in-game answer must be true and clear. They need not provide more than 1 sentence. Holders: Hood, KennedyE
What Are You Planning? Challenge: Social vs. Social Strength: 3 Qualities: Truth Requirement: Ask the target about their plans or intentions. System: The target’s in-game answer must be true and clear. They need not provide more than 1 sentence. This extends only to plans tonight, not farther in the future. Holders: Archibald, KennedyF, Truman
Whom Do You Serve? Challenge: Social vs. Social Strength: 3 Qualities: Truth Requirement: Privately ask the target about their loyalties or friends, in general or specific. System: The target’s in-game answer must be true and clear. They need not provide more than 1 sentence. Holder: Gaines, Palmer
Who Are You? Challenge: Social vs. Social Strength: 4 Qualities: Truth Requirement: Privately ask the target about their personality, in general or specific. System: The target’s in-game answer must be true and clear. They need not provide more than 1 sentence. They should answer “subconsciously”; i.e., providing an objective truth rather than their self-image. Holders: Buchanan, Dockrill, Tillman, Penland
What Do You Want? Challenge: Social vs. Social Strength: 4 Qualities: Truth Requirement: Privately ask the target about their material (i.e., business, financial, or item) needs, in general or specific. System: The target’s in-game answer must be true, clear and informative. They need not provide more than 1 sentence. Holders: Baxter, Dyer, Patriarca
What Have You Done? Challenge: Social vs. Social Strength: 4 Requirement: Privately ask the target about their past, in general or specific. System: The target’s in-game answer must be true, clear and informative, but need not be detailed. They need not provide more than 1 sentence. This extends only to events before tonight. Holder: Tillman, O’Malley
Awe Challenge: Social vs. Social Strength: 4 Qualities: Emotional, Control Requirement: Speak a few sentences in a imposing, impressive, or inscrutable fashion. System: The target must treat the user in a respectful fashion for the rest of the scene. This may prevent the use of many powers. Holders: RutledgeW, Whittaker, Healey
Calm Challenge: Social vs. Social Strength: 4 Qualities: Emotional Requirement: Speak a few sentences in a soothing tone. System: The target will be calmed, and unwilling to act aggressively or initiate Combat for the rest of the scene. Holders: Clarkson, Bazett, Stafford
Unflappable System: No ability can force the user to show or act in anger, fear or awe. Holder: Cone, Grant
Pokerface/Tall Tales System: The user can never be affected by any power with the “Truth” quality. Holders: Eisenhower, Drake
Leadership Qualities: Obvious System: Any person who aids the user in a Group challenge (providing at least +1 normally) may add +1 to their aiding total. Holders: Grant, Truman, Healey
Project Oversight Activation Cost: 1 Social System: The user may ignore any “security” and “crowd” rating requirements in order to access the Second Dawn’s structure, systems or cargo. Note: This does not allow the user to ignore the location’s ratings. One use of this power lasts until the user leaves the Launch Gantry. Holder: Beathag, Artair
Security Clearance Qualities: Obvious System: Allows the user to ignore any location’s “security” rating freely. This does not bypass the security forbidding entry to the Second Dawn. Holder: Dyer, Atkinson
Fight the Others Challenge: Physical vs. Physical Strength: User’s Physical Defense + weapon + 1 Qualities: Combat, Obvious, Group, X Requirement: The user brandishes a weapon with the “P” quality. The weapon need not and should not be swung. Description: The room ripples with unseen energies and the smell of ozone as the sword’s wires glow brightly. System: If the target or any of their allies have the “N” symbol, see a GM. Other opponents feel a moment’s heat and dizziness, but are otherwise unaffected. Holders: None (x3); give it to a Buchanan, Dockrill or Jones if they get Excalibur
UNIQUE ABILITIES
Confide in Me Challenge: Social vs. Social Strength: 4 Qualities: Truth Requirement: Ask the target about their love life or related desires. System: The target’s in-game answer must be clear and true. They need not provide more than 1 sentence. Holder: Penland
Do you have an appointment? Requirement: Inquire as to whether or not someone has an appointment, when they initiate conversation. System: If the target has not made an appointment via the Chief of Staff, they must leave the user alone for at least 15 minutes. If they have made an appointment, the user must hear them out, at least briefly. Holder: Grant
Poison Challenge: Physical vs. Physical Strength: 5 Qualities: One-use Requirement: The target must have the “Z” symbol. Effect: An innocuous prick, barely even noticeable. System: The target will die from the lethal poison, at a time of their choosing during the night. Holder: Assassin (x2)
Bodyguard Activation cost: 1 social Requirement: Leap into the way of an attack on a target with the “U” symbol. System: Redirect a just-initiated Combat onto the user. Holder: Sanford
Genetic Analysis (“Residues”) Activation Cost: 1 Mental point. Requirement: The user must touch the target for 3 consecutive seconds, or pick up a cup or plate from which the target was just eating or drinking. Effect: None. System: The target must tell the user their “G” rating. Key: 1: Low. Inbred, carrying a genetic disease, or serious long-term mutations. 2: Normal. Humans should be in this range. 3: High. Has received longevity treatments or improbably favorable mutations. Holder: Jones
Spry for His Age Effect: Obviously much quicker and healthier than he looks. System: The user adds +2 to his Physical Defense for the current challenge. This ability may be used after totals have been revealed. This does apply to Combat wherein the user’s Strength is determined by his Physical Defense. Holder: Bazett
A Killer’s Will (#1) Requirement: The target must be disabled, and must have the Y symbol. Effect: Give a brief expository, cruel, or megalomaniacal speech, then execute the target. System: The user must speak for at least 3 minutes. Every 3 Mental and/or Social points spent by the target will increase this time by 1 minute. If the user remains uninterrupted, they may then kill the target. Holder: Atkinson
A Killer’s Will (#2) Requirement: The target must be disabled, and must have the Z symbol. Effect: Give a brief expository, cruel, or megalomaniacal speech, then execute the target. System: The user must speak for at least 3 minutes. Every 3 Mental and/or Social points spent by the target will increase this time by 1 minute. If the user remains uninterrupted, they may then kill the target. Holder: Rowell
A Killer’s Will (#3) Requirement: The target must be disabled, and must have the X symbol. Effect: Give a brief expository, cruel, or megalomaniacal speech, then execute the target. System: The user must speak for at least 3 minutes. Every 3 Mental and/or Social points spent by the target will increase this time by 1 minute. If the user remains uninterrupted, they may then kill the target. Holder: Cone
Judge and Mark (#1) Challenge: Mental vs. Mental Strength: 4 Requirement: A 5 minute conversation including the user, the target, and no more than 1 other person. Effect: The user observes the target carefully. System: Add the “Y” symbol to the target’s nametag. Holder: Atkinson
Judge and Mark (#2) Challenge: Mental vs. Mental Strength: 4 Requirement: A 5 minute conversation including the user, the target, and no more than 1 other person. Effect: The user observes the target carefully. System: Add the “Z” symbol to the target’s nametag. Holder: Rowell
Judge and Mark (#3) Challenge: Mental vs. Mental Strength: 4 Requirement: A 5 minute conversation including the user, the target, and no more than 1 other person. Effect: The user observes the target carefully. System: Add the “X” symbol to the target’s nametag. Holder: Cone
Trajectory Plotter Activation Cost: 1 Mental Effect: A strange light flickers in the user’s eyes. System: During Combat, the user’s opponent gets no bonus from any Ranged weapon. Holder: Cone
Disarm Challenge: Physical vs. Physical Strength: 3 or 2 System: If the target is openly carrying a weapon, this power has Strength 3, and will allow the user to take that weapon. If the target isn’t holding a weapon, this power has Strength 2, and will allow the user to take one of the target’s weapons chosen at random (if any). Holder: Drake Note: Whip provides +1
Personal Security System: The user’s Items can never be stolen or viewed without his permission, unless he is Shaken Down while disabled. Holder: Baxter
Like Family Activation Cost: 1 social Requirement: Be with someone who has the “F” symbol while they perform a non-Combat challenge. You must be somehow aware of the challenge (e.g.., by them informing you in advance), but it need not be a Group challenge. System: Provide them 1 point of aid, as if this were a Group challenge. Holder: Patriarca
Terrorize Challenge: Physical vs. fixed value Strength: 1 Qualities: Obvious, Emotional Effect: Firing weapons in the air, you send crowds and security guards fleeing. System: Allows the user to ignore any location’s “security” or “crowd” rating for the scene. Each rating to be bypassed must be challenged separately. If successful, the user may extend this effect to any number of people. If you use this ability, inform a GM as soon as possible. Note: You may try to cancel “Call for Backup”, but that requires a Social vs. Social challenge. Holders: Lamprey
Call for Backup Qualities: Obvious Requirement: Spend 3 minutes rounding up local security NPCs before entering a location. Effect: Security guards take positions around the area. System: As long as you remain in the current location, the user gains a bonus to their total in any Group challenges (including Combat) equal to the location’s Security rating +2. Note: There may be some things that security guards will not do. Use your judgment or see a GM. Holder: Dyer
PASSIVE ABILITIES
Monitor Readings System: This is the key for interpreting the readings of your Monitor ability. Your decay monitor picks up the amount of harmful emanations (from the black science path of decay) from a person or object. 0 = no decay 1 = minor decay 2 = significant decay 3 = severe decay 4+ = life-threatening Holders (6): Drake, O’Malley, Deasey, Healey, Hood, Ceallach
Influence Readings System: This is the key for interpreting the readings of your Telltales of Influence ability. Artificial intelligences have certain specific patterns of thought, and are very good at influencing people. Those who spend time with them tend to pick up those patterns as well. 1: No contact with AIs. 2: Incidental contact with AIs. 3: Significant incidental contact, or minor direct contact. 4: Significant direct contact. 5: Probably is an AI. Holders: Gaines, Kershwin
Model Readings System: This is the key for interpreting the readings of your Model and Predict ability. Since you know the details and difficulty of navigating the Shroud’s debris field, you can use your newfound information about the pilot and navigation system to simulate their attempt, and evaluate their odds. 4 or less: No chance 5: Low chance 6: High chance 7 or more: Guaranteed Holders: Dockrill, Buchanan, Jones
Genetic Readings System: This is the key for interpreting the readings of your Genetic Analysis (“Simple Touch”) ability. With a sample of the target’s cells, you can make a quick categorical comparison of their genetic stability (mutations, repair mechanisms, etc) against the human norm. 1: Low. Inbred, carrying a genetic disease, or serious long-term mutations. 2: Normal. Humans should be in this range. 3: High. Has received longevity treatments or improbably favorable mutations. Holder: Jones
The Eyes of Joy System: You can identify anyone with the “R” symbol as being, at least to some extent, in search of romance or love. Someone with the “R*” symbol has a related but less traditional problem. Holder: Penland
Enough Money System: An item with the “E” quality would be just about the right amount of cash to buy your wares (except for cash items, jewelry and plastic pieces). Room for haggling exists, but it alone would be a fair price. Holder: Achard
Observation Activation cost: 1 mental Requirement: Leave a seerstone in a location, and have another seersone and a babbage on your person. System: You may use the “not here” hand sign to observe the goings-on in that location for up to 10 minutes. You must stand within 10’ of the seerstone’s location. Limits: You may not use the same Seerstone twice without recovering and resetting it. If someone else moves or takes the Seerstone before you use this ability or while you’re using it, you can no longer use this ability. Holders: Artair, Beathag, KennedyE
Upload System: You may be able to upload and run a copy of your code onto any item with the “U” quality. You must succeed in a Hack challenge against its Data rating. If an item has neither a printed Data rating nor other specific rules, this should not be significant, but if you think otherwise in some specific case, add your “ID” rating to its Qualities, and see a GM. Holders: Buchanan, Dockrill, Hyndman, Stafford, Jones, Kershwin
Black Ways System: Any item with the “B” quality seems suspicious, potentially using black science. Only an extensive study of its workings or uses could verify this with complete certainty, so you will have to use your personal judgment tonight. Holders: Achard, Baxter, Dyer, Gaines, Gaudet, Latour, Drake, O’Malley, Malamhin, Niallghas, Artair, Ceallach, Beathag, Deasey, Drake
Relics of Space System: You can identify any item with the “P” quality as being from space. See a GM if you wish further information about its source and nature. Holders: Jones, Buchanan, Dockrill
Redundant Backups System: You and your duplicate may share pool points. You may expend 3 points (from any combination of attributes) to give them 2 points (in any one attribute). This process requires brief physical contact and a few seconds of time. Holders: Buchanan, Dockrill
Commune with Ocean System: While the launch platform is quite noisy, you may be able to communicate with the ocean if you try. See a GM. Holders: Healey, Dogfish, Clarkson, O’Malley
Southern Accent System: Any character with the “S” symbol speaks with the accents and rhythms of the southern Eastern Union. Any character without such a symbol definitely isn’t, the accent just isn’t quite right. Holders: Healey, Eisenhower
Citizens of the Union System: You can identify any character with the “E” symbol as being a citizen of the Eastern Union. Holders: Grant, Truman, Eisenhower, Bazett
Citizens of the Plains System: You can identify any character with the “P” symbol as being from the Plains States. Holder: Palmer, Drake
Society of Spelunkers System: Any character with the “L” symbol is a member of the Society of Spelunkers. Holder: Drake
Boring Politicians System: Anyone with the “B” symbol is a boring politician whom you could enjoy taunting. (Use with your recoveries.) Holder: Archibald
Find the General System: After you have spoken to all six members of the Plains delegation (Palmer, Hyndman, Dockrill, Drake, Dogfish, Lamprey), see a GM. Each conversation must be 5 minutes, but you may speak to multiple of them together. Holder: Bazett
Aura of Heroism System: Anyone with the “H” symbol strikes you as a brave and potentially heroic individual. These people may be worthy of Excalibur, though they may not be the only potentially worthy individuals. Holder: Tillman
Repair Activation Cost: 1 Mental Requirement: A quiet place to sit and work for 5 minutes. System: You are able to fix most items with the “Broken” quality. Unless noted otherwise, you may simply cross out the “Broken” word when finished. Note: In order to repair any high-tech item (use your judgement), you must possess a “Glassy Bundle” item. That item is not consumed; you just use a few filaments from it. Holders: Malamhin, Cole, Jones
Reaction System: While an item with the “D” quality is activate in your presence, it will fill you with nausea and directed anger, as the flesh of the Host crawls and shivers. (The simple presence of such an item produces no effect, only its use.) Additional system: If you notice someone using a power with the “X” quality, you will feel a vicious and irrational hatred towards that person forever. The Host wishes them dead, and so do you. Holders: Whittaker, Latour, PRINT SPARES x7
Virtual Reality System: Recognize an item with the “V” quality as virtual reality gear. You’d really like to get your hands on it and spend some time immersed in the comforts of the good old days, enjoying its best parts without any of its downsides. Holders: Penland, Archibald, Tillman, RutledgeW
Virtual Sales System: Recognize an item with the “V” quality as virtual reality gear. Many Ageless would probably like to get their hands on it, so you might not want to just sell it to the first person who asks. Holder: Baxter
Just What You Need System: An item with the “Y” quality is an implantable computer system that will meet your needs. Holder: Niallghas
Familiarity System: Recognize a “Vial of glittering sand” item with the “N1” quality as being the nanomachines you found to destroy the ones you released last year. Holder: Deasey
Familiarity System: Recognize a “Vial of glittering sand” item with the “N2” quality as being the tunneling nanites you’ve brought. Holder: Gaudet
Familiarity System: Recognize a “Vial of glittering sand” item with the “N3” quality as being the seeds for your desalination pools. The pools are usually self-sufficient, but if you need to make a new one for some reason, you’d add this stuff. Holder: Clarkson
Familiarity System: Recognize a “Vial of glittering sand” item with the “N4” quality as being the nanomachines you inhale to let you breathe underwater. You inhale the machines, and they extract oxygen from the water and deliver it to your alveoli. One dose lasts a few days; there’s more where this came from. Holder: Ceallach
Hybrid Mind Qualities: One-use Requirement: Take 20 minutes to rest and clear your mind. You may do nothing more strenuous than walk and converse during this time. System: Restore up to 2 lost points to your Mental Pool Rating. Holder: Kershwin
Events System: See a GM after you purchase the merchandise from Achard, before you sell any of the items. Holder: Baxter