Gypse Grace You underestimate the limitations of a body. I no longer do.

3
Requires Seasoned
You possess superhuman agility and poise.
Used by "Widow" Stryker, Created by SeedofEntropy.

Dieing, to someone who is already obsessed with death, becomes a learning experience. To Widow, she learned the limitations of the human form when the spirit has so much more potential for maneuverability. The aimed to perfect this concept when she returned from death.


You gain the following benefits at all times.

Your Dexterity rating is increased by 2. 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:

  • Heightened Reflexes: You may make a single Reaction each round as a Free Action.


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Revision purchased with:
Revision purchased with:
Improvement from House Games of yore spent on improving power: Gypsy Grace
Improvement from House Games of yore spent on improving power: Gypsy Grace
Revision purchased with:
Gift from House Games of yore spent on new power: Grace of Death
Gift from House Games of yore spent on new power: Grace of Death

Community Passive Gifts

You gain the following benefits as long as you are wearing this Artifact.

You have 9 Armor, which only reduces damage taken from bullets. Any armor piercing effects from bullets are ignored. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

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.

While Incapacitated, your only weakness is being hurt by an innocent person, and if you take damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will never kill you. If your weakness is not immediately intuitive or obvious, attackers may be able to make some sort of knowledge roll to discover it, at GMs discretion. 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.

Possession of this Power grants the following Trauma at all times: Flashes of Death: When an Injury would Incapacitate you, you must make a Trauma roll as flashbacks of prior deaths come to you..

You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every 10 minutes. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.

I don't think I should be doing any more intense stretches and balance training than this...

You gain the following benefits at all times.

Your Dexterity rating is increased by 0. 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).

Possession of this Power grants the following Battle Scar: Permanently pained and stretched muscles across the arms, legs, and and chest.

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.
  • Infinity-Jointed: Your body is incredibly flexible, allowing you to maneuver and squeeze through tight spots as if you were the size of a cat, and you get +3 dice to rolls which require extreme flexibility, such as escaping grapples.
  • Perfect Reflexes: You receive +5 dice to all initiative rolls.
  • Split Second: You may Dodge or Defend against surprise attacks.

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

You gain the following benefits at all times.

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Stock Passive Gifts

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a cricket chirp to “ping” with your echolocation each Round you wish to use it.

You gain the following benefits at all times.

You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.

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

Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.

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.

You gain the following benefits at all times.

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

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 appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.

Your Extra Appendage is incapable of fine object manipulation.

You gain the following benefits at all times.

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

Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.

You also gain the following effects:

  • Champion of the Caber Toss: You may lift an additional 1500 pounds per point of Brawn beyond 5, and may throw items up to this weight to a distance of your throwing roll’s Outcome x10 feet. Weapon Damage for a heavy improvised thrown weapon is equal to the Brawn required to lift it minus 2 (minimum 0).
  • Heavy Hitter: Successful attacks made with Brawn will either knock your target back Outcome x 5 feet, or knock them down to the ground. Choose which effect the attack will have prior to rolling for it.
  • Ham-Fisted: You cannot limit yourself when handling delicate objects or physically interacting with people. You may need to roll Dexterity + Athletics to avoid breaking things or causing unintended injury.

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

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.