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Check, one two, one two.
Fact: The loose or leftover cursed objects created by this power are curated in Temerity archive 52. The collection is quite extensive and has a fairly rabid following among certain subsections of CAIN staff.
PLAYLIST (Passive)
You have a powerful cursed object, which is the focus of your powers. It’s a music player, typically a tape player or a cd player with attached headphones. It doesn’t take KP, and you can supernaturally form and reform it in your hands at will. Make a (real) playlist of 6 songs at the start of each hunt. Some of your powers key off this playlist. Any music you play from this playlist can be heard diagetically (in the game) if you so choose. It appears to come from either a visible location in short range, your player, or nowhere in particular (like a soundtrack), and you can turn it on and off at will.
★ VIBE (Charm, Self, Scene)
Effect: When a scene starts, you may use this power to play a track from your playlist. Decide if the track is Melancholy, Chill, or Angsty. Gain a bonus based on the tracks’ type for the rest of the scene.
- Melancholy: You or any ally relieve 1 stress when they fail a roll.
- Angst: After you or an ally gains an injury, hook, or affliction, they gain +1D on their next action.
- Chill: At the end of the scene, everyone in short range of you recovers 1 stress if there was no risky or hard rolls made this scene.
★ SHUFFLE (Transmute, Instant, CAT Area)
Effect: You may choose any number of objects, vehicles, or people in the affected area. Anything swapped may have a size up to 1/2 CAT (min 0). You instantly swap their positions and momentum. You must swap things of approximately the same size and mass. If attempting otherwise, or if you need to roll for effects such as harm, roll MENTAL and only spend a burst on success. When you or an ally next acts to gain advantage of this power, they may gain +1D.
☆★ REPLAY (Charm, Whole Mission)
Passive: Without spending a burst, you or an ally in short range from you performs a course of activity that takes no longer than 10 seconds, which you record on your player. It records you or your ally at the moment of the recording, including dress, speech, and objects held or worn, but nothing else around them. You can keep 3 recordings this way.
Active: You can playback a recording by spending a burst. This immediately replays a psychic double of the recording. This double is physically tangible, looks and sounds believable, can inflict harm, and can interact with the physical world, though it de-manifests after 10 seconds and cannot interact in any way that was not previously recorded (for example, it can’t respond to any speech, move through a wall, or open a door if it was not recorded previously doing so). Roll MENTAL for its effects if they are unclear, contested, or risky, and only spend a burst on success.
★ BOOST (Instant, Short)
Effect: You can activate this power before yourself or any ally in range uses a defiance and makes a MENTAL roll. Pick a track from your playlist. Record the first three digits of the track length (like 3, 3, 5). 0s do not count, so a 10:35 track would record 1, 3, 5. For each die rolled, the action gains +1 additional CAT for every die rolled that matches a number recorded from the track length (min +1 CAT, max +3 CAT, max CAT 7).
★ TITLE (Summon, Instant, Short)
Effect: You play a track from your playlist. You can manifest in short range from you a psychic manifestation based on any part of the title, up to CAT in size or magnitude. The effect can create:
- A psychic copy of any object named in the title.
- A psychic copy of any human or animal in the title.
- A brief burst or energy, weather, or physical force (fire/rain/wind/push/pull/pressure) named in the title.
The manifestation lasts until you would roll for its effects or actions, until you use this power again, or until the scene passes, then it dissipates. Anything created is tangible but has an aura of unreality or ‘wrongness’ around it to regular humans, who will catch on under close inspection. It can cause tangible harm or force and interact with the physical world but is in no way obligated to follow your instructions if it can act independently. If the use of this power would cause harm, or be risky or uncertain in some way, roll MENTAL for its effects when it is used, only manifesting and spending a burst on success. Otherwise, it always takes effect.