The Darkstalker Files
Minor Effect Suggestion: The next time you attempt to command, captivate, or otherwise influence the same foe, the difficulty of the task is decreased by one step.
Major Effect Suggestion: The foe is influenced, captivated, or otherwise affected by your ability for twice as long as normal.
Mind Block: You are trained in Intellect defense. Enabler.
Enthrall (1 Intellect point): You grab and keep the attention of another creature in short range that can see you. The affected creature is Dazed for 1 round. Dazed creatures have the difficulty of all tasks increases by one step. Action.
Smarter: You gain 3 additional points to your Intellect Pool. Enabler.
Glare (3 Intellect points): Your stare is powerful enough to stop prey dead in their tracks. You make a Intellect attack against a creature in short range that can see you. Affected creatures are Stunned for one round (Stunned characters lose their turn (but can still defend against attacks normally).
Erase Memories (3 Intellect points+): You reach into the mind of a creature within immediate range and make an Intellect Pool. If successful, you erase up to an hour of memory. Instead of applying Effort to decrease the difficulty, you can apply it to increase the number of hours you erase by 1. Action.
Even Smarter: You gain 3 additional points to your Intellect Pool. Enabler.
Suggestion (4 Intellect points +): You suggest an action to another creature (level 2 or lower) within immediate range. If the action doesn’t seem completely at odds with the creature’s nature, it follows your suggestion for up to a minute. Instead of applying Effort to decrease the difficulty, you can apply it to increase the maximum level of the target by 1. When the effect wears off, the creature believes they willingly followed the suggestion. Action to initiate.
Word of Command (6 Intellect points +): You utter a word so powerful that, to fully invest it, you lose your movement for the round. You issue the word to one creature within long range that you can see. The affected target must obey the command for several hours before it is free to act as it wishes. Instead of applying Effort to decrease the difficulty, you can apply it to increase the number of Targets. Targets that are attacked while under the effect of the command can defend themselves. Typical commands include “retreat,” “calm,” “come,” and “stay.” The GM decides how the target acts once a command is given. Action.
Shatter Mind (7+ Intellect points): Your Glare stabs destructively in the brain of an intelligent level 1 target within short range that can see you. It destroys tissue, memories, and personality, triggering a vegetative state. Instead of applying Effort to decrease the difficulty of the attack, you can apply Effort to increase the maximum level of the target. Thus, to shatter the mind of a level 5 target (four levels above the normal limit), you must apply four levels of Effort. Action.
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