Panic

2
You possess superhuman agility and poise.
Used by Jason Tsubaki, Created by Hawkhatter.

A panicked look in the eyes, a desperate looking around, an empty sense of terror where fear is not found.
Even in the most safest scenarios, A desperate sense of urgency is always applied.
As if being held at gunpoint to simply stay standing and fight, or to even get up. While the events may be harrowing, this is clearly something much deeper.


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:

  • Bullet Time: Exert your Mind and spend an Action or Reaction to make a single dodge roll that applies its full Outcome to any attacks made against you that Round. You may also React or Defend against firearms and other projectile attacks without Exerting.


Community Power Gifts

The bell charm acts as a channel for Kayleigh to give an immaterial spirit the slightest amount of form, upon when she reaches out and deftly grabs it before the spirit dissipates back into whatever realm it lives in. If she misses her grab on the spirit it decides to stay away from her for the future, making her unable to try to speak to it twice. Kayleigh's manual dexterity has become so incredibly refined that she can grab hold of even the immaterial.

Exert your Mind and spend 2 Actions. Investigate an area with a radius of up to 100 feet You must actively and obviously use a wooden bell charm to activate this Effect. At the end of your investigation, roll Dexterity + Athletics at Difficulty 6.

You learn the following information about the area:

  • You learn the physical layout of the area in three dimensions.
  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.

You cannot investigate the same area more than once per day.

  • 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.

Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a target within 300 feet. You must actively and obviously use a bladed weapon to activate this Effect. Roll Dexterity + Melee Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.

You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.

If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.

If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

You may only use this Effect once per day.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

You gain the following benefits at all times.

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).

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.
  • Slow Time: You may substitute your Perception as the Attribute for any rolls made for Reactions.
  • Weak Points: You may use Perception in place of Dexterity on attack rolls.

Leyding…one of the two chains broken attempting to bind Fenrir. When Leyding broke, its ghost carried on. A ghost without a home. A ghost with failed purpose. Thousands of years later…in the unlikeliest of places, its spirit latched on to a young rocker on the streets of Seattle. He had a gift for convincing people. And Leyding learned from its successor Gleipnir—that the trick to trapping someone is often in convincing them there is no escape.

Exert your Mind and spend an Action. Select a target within 20 feet. Roll Dexterity + Influence at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.

If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Mind divided by 2, they are encased and cannot take any physical Actions until they break free.

Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome equal or greater than the original Contested Outcome.

You may use this Effect as a Reaction to contest any physical Action a target is taking. Excess Outcome does not restrict the target.

Your bindings affect intangible beings like ghosts.

  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • 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.

You have 2 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration.

Stock Power Gifts

This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.

You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • This does not satisfy the Line of Sight requirement for targeted Effects.

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. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

Any Battle Scars that affect or remove your additional limb will heal in a single week.

You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.

Your Extra Appendage is incapable of fine object manipulation.

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.

  • Unstabilized wounds do not degenerate during treatment.
  • 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 an Action.

Your senses are enhanced in the following way. Lasts for three hours.

  • Thermal: You are able to "see" heat signatures within your line of sight.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

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

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. You do not age naturally, and supernatural attempts to age you fail.

The Severity of any Injury caused by fire and heat 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.