Blessed Sight "This was the first. Without it~~ Í̸̧̘̪̞͕̳̾̀̀͜͜ ̸̨̡̖̹̞̤̟̝̔̒̒̑̍̔̕W̶̢͚̹̗̤̺͗̃́Ǫ̸̖͍̖̥͙͖̲͂̊͊U̴̺̞͚̅̑ ̵̢̱̈́̈́͘D̶͎̯͎͚̟͇̜̰̑̀̀ ̴͍͂͊͐̃͌̔͠ͅĤ̷̹̈́̐͒͒͒͘Ą̶̤̝͖̠̹̀̑͛̋̈͝͝V̸̰̦̬̣̜̾̃̅͗̿ ̴̧̦͇͙͚͓̋̊͝͠ͅ ̷̧̫̱͈͚̱̅͗̒̑M̵̤̻̼̮͇̝̪̈́̾Y̷̬̦͎̱͑̒̀̽̔́͠ ̵̹͚̭͂̐̈́͑̕P̸̛̰͌͛̿͐͘̕Ŗ̷̺͓̟̥͉̟̣͆̆̀̉̆̇͑͝ ̸̛̗͔̙̰̤̒̓̂̕͝͠Z̸̖͕͇̱̈̓̒̔̔̄̀̊͜E̴̢̲̱̘͓̤͆."

1
Requires Seasoned
You possess superhuman senses and awareness.
Used by Luci Alessi, Created by Riley.
( Your Faded Crosshair Tattoo must be used or obviously visible while you are actively benefitting from this effect.)

Luci's sight was her first gift she received even from before the Contracts. A wandering entity- an Eidolon of the Well- saw something that they wanted from Luci when she was young. But due to some sort of disaster, the process failed and Luci stayed in control while the Eidolon became a prisoner within her.

Over the course of her contracting career, Luci has been able to tap into more of her abilities, but this was the first. Blessed eyes manifested alongside a tattoo that carried over from the Eidolon. With it, the world can seemingly bend to her will. It can slow down when she wants and it can illuminate the world in its barest forms if she so wills.


You gain the following benefits as long as you have your Faded Crosshair Tattoo.

Your Perception rating is increased by 2. 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.

  • If your Faded Crosshair Tattoo 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.

Revision purchased with:
Improvement from Earning commission in rich blood spent on improving power: Blessed Sight    (since refunded)
Revision purchased with:
Improvement from writing up Eight spent on revising power: Blessed Sight    (since refunded)

Community Power Gifts

Exert your Mind and spend an Action.

You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a Javelin.

Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.

Your extra appendage can stretch to reach an additional 30 feet.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a 2D copy of his arm forming.

  • You may stretch or retract your limbs once per Round on your Initiative.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Exert your Mind and spend an Action to activate.

You and any clothes or equipment you are wearing are obscured from sight for the next 10 minutes. All attempts to detect you via sight fail. Detection attempts via other senses where sight would assist are rolled at a -2 dice penalty.

Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 hour.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically.

If they fail, your target will take 1 point of Mind damage and gain a new Trauma selected by the GM. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits as long as you are maintaining Concentration.

Your Stress from Injuries and Mind Damage is divided in half.

You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.

You gain the following benefits at all times.

You are permanently and visibly transformed: Goblin. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.

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

You may make a +2 Weapon Damage Tooth and Claw attack without additional equipment.

Possession of this Power grants the following Trauma at all times: you must roll a "Self-Control roll when acknowledging someone as a "Hero"; failure immediates the proper response: Fight or Flee.

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.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Power Gifts

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. This Effect cannot be used unless the target is alive and bleeds.

Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.

You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.

You receive +2 dice to any rolls made against a marked target.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Marked individuals satisfy the line of sight requirement for targeted Effects.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.

If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.

You learn the following information about the area:

  • You can tell which entities lay claim to each part of the area and how these borders have shifted over time.
  • You learn where exactly creatures and people live within the area, and what sorts of creatures they are.
The quality and specificity of information gained depends on your Outcome.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.

If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.

Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.

Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.