Lucky Lucky Leperchaun "Lucky lucky"

3
Requires Seasoned
You possess superhuman agility and poise.
Used by Patrick Oneal, Created by jwesley123.

Patrick always seems to get lucky he notices the paint can falling off the ladder to bonk his head and he easily side steps it. He notices the opposing player attempting to steal the basketball from behind him and he crosses the basketball over in front of him just a second before.


You gain the following benefits at all times.

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

You also gain the following effects:

  • Centered: You have perfect balance. You cannot be knocked over, and can maintain your footing regardless of the size or stability of the material underneath you.
  • Heightened Reflexes: You may make a single Reaction each round as a Free Action.


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Community Power Gifts

Spend an Action. Select a Living target within arm's reach. Roll Brawn + Occult at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.

If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:

  1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
  2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
  3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
  4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
Refer to the stock Battle Scars on the Character Sheet for specific systems.

You may affect up to 3 targets within range.

If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

Your alteration "heals" over the course of the next month, after which it is fully cured.

Possession of this Power grants the following Trauma at all times: Fear of demonic imagery.

  • They take on the stats of the chosen species, ala the Creature Transformation Effect. If these Battle Scars are cured, they are returned to their original species over the course of the next 24 hours. Upon full polymorph, the two Battle Scars combine into one.
  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
  • 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 one minute. This Effect cannot be used unless it lasts for only 1 minute. You must actively and obviously use a prism to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

You automatically detect all supernatural beings within 100 miles of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.

Any supernatural beings detected while this Effect is active are “marked”. You will continue to detect them until the Effect ends, no matter how far away they move. You will also continue to detect them after the Effect ends, so long as they remain within 100 miles of you.

You learn basic information about why each detected being is being detected. For example, if you detect Criminals, you may learn how many crimes they have committed and what type.

You receive a recognisable aura signature for each being you detect.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a great discomfort to all observers.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

You may only use this Effect once per day.

  • 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 one minute. You must actively and obviously use Smoking Pipe to activate this Effect.

You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language for the next hour.

This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.

If you use this Effect to spend an hour speaking with a native speaker of a human language you don't know, you may Exert your Mind and roll Intellect + Culture Difficulty 7. With Outcome 4 or higher, you permanently learn that language and accent.

  • Communing with creatures does not grant them intellect but does allow you to converse with them.
  • The target of "human" refers to any target that speaks a human language.
  • When reading written communications, you get no information beyond what the writer was intending to communicate.

You gain the following benefits at all times. You must actively and obviously be using a feather charm to gain the benefits of this Effect.

You are permanently and visibly transformed: Feathered Spirit. You are considered to be a Sapient, Living Creature when targeted. Your Perception is increased by 1.

While in Mountains, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.

You may make a +2 Weapon Damage Razor Feathers (Throwing Knives) attack without additional equipment.

You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.

  • Even though you're targetable as a Creature, you still are also targetable as a Sapient being.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times. You must actively and obviously be using Necklace to gain the benefits of this Effect.

You have 5 Armor, which reduces incoming damage from all sources of physical attack except Arrows. Armor from multiple sources does not stack.

Your Armor protects you against Injury from non-physical sources as well.

Stock Power Gifts

Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.

Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used. The same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.
  • 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.

Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

You gain the following benefits as long as you are not in direct sunlight and you have fed on fresh human blood in the past 24 hours.

You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.

Your Injuries no longer degrade with time.

The Severity of any Injury caused by fire and heat is increased by 2.

  • 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 you are engaged in combat with melee ninja weapons.

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

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • 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.

Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.

If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.

You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.

  • This Penalty is not removed if a character Exerts their Mind to ignore penalty.
  • If a character has a dice pool reduced to 0, they cannot attempt that action.
  • 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.