Coercion

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Coercion (x6)

1) The Truth Hurts The skilled manipulator knows that sometimes the truth can sting more than a well-crafted lie.

System: When pulse threatens someone, if he is telling the truth about his intentions, the victim will fully understand the severity of his situation. No more "You don't have the guts!"

This ability cannot be used to force pulse to act in a particular way besides completing his threat. If he makes any promises besides threats, they are not affected by this ability.

2) Leverage: Victims may think they have an ace in the hole when they are not afraid of death. However, a true master of the craft of interrogation can get the helpless to admit that they are not as unshakable as they seem. The manipulator twists the victim's words, removing his fears from obscurity like teeth the from his mouth.

System: The interrogator spends a willpower and rolls manipulation + intimidation versus opponent's manipulation + subterfuge. Effect is determined by difference in successes. 1: Just a vague feeling or clue 2: One major fear 3: All fears, dreads, banes 4: Addresses, contact information 5: Unrealized fears or even what time his wife showers

3) Aura of fear: He has survived every encounter, overcome any obstacle that stood in his way. He slays men without moral compunction, and with inhuman ease.

The Living Terror puts off an aura that makes attackers think twice about risking their lives against him.

System: Creatures with a fear of dying must roll courage difficulty 6 to attack Pulse.

4) Dread: There is conflict in all humans. Inner desires, situations in which they would betray their morals. A skilled manipulator can force a victim to face these fears, turn their desires against them, and make them admit their deepest failings.

System: Pulse may spend a willpower and talk to someone for ten minutes. At the end of that time, they must roll conviction difficulty 5 + number of times pulse has made this action on them. The conviction roll difficulty cannot exceed 9. The victim will attempt to resist either mentally or physically, as they will be very aware of what is happening and feel violated. Pulse has some say in derangement given if the roll is failed.

5) Insurance: "So Mr. Walters, let me cut a deal with you. I let you live and raise your little Antonina into a fine woman. In return, all I ask is that you get me those samples from the lab you work at. But know this: if you fail, I will find you, and we will have another one of these. . . talks."

System: Spend a willpower and carve your mark onto an opponent. You now have an innate sense of their location at all times. This effect does not end if the mark is removed, and this mark may only be active on a number of people equal to the wielder's permanent willpower.