For My Next Trick

1
You possess a mastery of thrown weapons.
Used by Tatiana "Ana" Rozhenko, Created by Kamulis.

Ana has spent years practicing the ability to throw knives at her target. Due to this training she has precision skill with thrown weapons.


You gain the following benefits as long as you are engaged in combat with Throwing Knives.

+2 dice to all rolls utilizing Throwing Knives.

You also gain the following effects:

  • Bullet Parry: You may Defend against any attack in range of your attacks. Defending this way still costs a Reaction.
  • Pin Down: If you make a thrown attack with something sharp, and it hits a target near a wall or a floor, the projectile pierces through them, pinning them to the wall or floor. Unpinning oneself quickly will increase the relevant Injury’s Severity by 1.


Community Passive Gifts

Cursed and blessed in equal measure, Huey’s senses are a constant reminder of the wild beast within. Every scent, every sound tells a story that others can’t perceive—footsteps echo with intent, and fear has a distinct metallic tang on the air. His heightened awareness is a double-edged sword: the clearer the world becomes, the harder it is to ignore the primal urges buried deep in his subconscious. Each time he leans into this power, Huey walks a fine line between man and monster.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.

You gain the following benefits as long as you have your Kanji's symbols tattoos.

Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).

If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

You also gain the following effects:

  • Clear-Sighted: If you see an illusion, disguise, or other false reality, you recognize it as such but cannot immediately see through it.
  • Constant Vigilance: You cannot be ambushed or caught-flat footed when awake. When asleep, you can make a Perception + Alertness roll at Difficulty 6 to wake up in time.
  • Saw it Coming: Any time you make a Desperate Defense, you successfully avoid the incoming Attack without making a roll.You do not suffer a dice penalty next Round. You may use Source to make a Desperate Defense.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • If your Kanji's symbols tattoos is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

The next time you die, you instead permanently transform into A tungsten bobber with fishing line cord.

  • If a character is inside of you when you revert to your original form, you take a Severity-5 Injury when they burst from your innards as you shrink.
  • You cannot move in any way the object wouldn't normally be able to move. If you are a feather duster, you cannot float around, etc.

You gain the following benefits at all times.

You are permanently and visibly transformed: Red skin, No teeth, Tube fingers, Yellow eyes. You are considered to be a Sapient, Non-Living being when targeted..

Your body is adapted to Climbing. You receive +3 dice on non-attack rolls related to Climbing.

While in Forests, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.

Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

The Severity of any Injury caused by Gold Weapons is increased by 2.

  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as Archangel form and you are engaged in combat with Swords.

+2 dice to all rolls with Swords. You may Defend against firearm attacks from any range using Swords.

You also gain the following effects:

  • Dismember: If one of your attacks causes a Battle Scar, you may choose for it to be some form of dismemberment, depending on the Severity of the Injury you caused.
  • Falling Crane Strike: If you move and then make a successful attack against a target closer than the full distance you could have moved, you may choose to travel the excess movement in a straight line beyond the target.
  • Riposte: If you successfully Defend against a melee or unarmed attack, you deal damage equal to your excess Outcome plus Weapon Damage back to your attacker.
  • Whirlwind: You may Exert your Mind to apply your next attack to any number of targets who are within melee range.

Stock Passive Gifts

You gain the following benefits as long as you are submerged in water.

You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.

You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.

  • In lieu of sleeping, once per day you may spend one hour meditating to recover a Mind Damage.

You gain the following benefits as long as you are biting and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.

You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

You may turn this Effect on and off at will during its duration.

Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

You gain the following benefits at all times.

Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.

You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.

You receive +2 dice to any rolls to pilot a vehicle.

You also gain the following effects:

  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.