Telekinetic shot Fuck justice, Die Bitch

2
Requires Seasoned
You possess ace sharpshooting abilities.
Used by Charles Landwick (Sherlock), Created by GreenAppll.
( You must actively and obviously be using Handgun.)

Charles raises his gun up, with a quip "fuck justice, you deserve death." He reinforces his shot out of the gun with his telekinetic power. Silent due to his fine tuning and control, yet ever more dangerous.

Sherlock closes his eyes and slowly thinks about all the time he has shot a firearm. He things and slowly grasp the feeling of the bullet moving, the gun shooting, the hammer hitting. the gunpowder exploding. He feels every aspect of the gun he's using and with his eyes close, his mouth in a slight grin, he presses the trigger. The bullet seen by those with a sharp eye has a odd purple tint to it as it hit a bullseye on a target. Sherlock opens his eyes with a satisfied look and when he pulls down his shade for a small bit, his right pupil which is purple, burst into flame and with a purple hue, his pupil has a fiery aura around it. He pulls up his shades again, feeling more confident and more comfortable with his power. Slowly accepting it. "despite how little i wish to admit it, I must say, you've been very useful for me." Sherlock puts away the gun and starts walking off to his car, returning home, as he prepares for another commission and continues to do his job.


You gain the following benefits as long as engaged in combat with Handgun. You must actively and obviously be using Handgun to gain the benefits of this Effect.

+2 dice to all Handgun rolls.

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.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Curve the Bullet: You suffer no penalties for attacking targets behind cover.
  • Double Tap: If you are wielding multiple guns, your attack's Weapon Damage is equal to the sum of your guns' Weapon Damage. If you possess enough limbs, guns after the second increase Weapon Damage by 2.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

You are viewing an old version of this Gift.
To view the most recent version Click Here

Revision purchased with:
Improvement from writing up Hounds of Yore spent on improving power: Telekinetic shot
Revision purchased with:
Revision purchased with:
Improvement from writing up House of Horror spent on improving power: Telekinetic shot    (since refunded)
Revision purchased with:
Improvement from writing up Aurora order: Infiltrate and retrieve spent on improving power: Empowered Firearms    (since refunded)
Revision purchased with:
Revision purchased with:
Revision purchased with:

Community Power Gifts

Exert your Mind and spend an Action to activate.

You can run at four times your normal movement speed for the next minute.

While running, you may climb, jump, and roll without breaking stride, but you are at 1/2 speed while doing so.

If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.

While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

You gain the following benefits as long as Alternate Form is active.

You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Instant Karma: If you successfully resist an Effect with your Mind, you may reflect it back to another target as though you had cast it.

  • When reflecting an Effect, its Activation Outcome is equal to your resistance Outcome. If you reflect it back at the target who cast it originally, they do not receive a resistance roll.
  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

You gain the following benefits as long as you are engaged in combat with medical supplies.

+2 dice to all rolls utilizing medical supplies.

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.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
  • Yeet!: You can throw things up to 100 extra feet per point of Brawn with no penalty. Anything thrown further than 100 feet will not land at its target until the next Round on your initiative.

You gain the following benefits at all times.

You get +0 dice to any Body resistance rolls you make. You also gain the following effects:

  • Purge Toxins: You may take a Severity-1 Injury to cancel the effect of any non-Alien drug, poison, or toxin in your system, as long as you are aware of its existence.
  • Total Immunity: You are immune to all diseases, venoms, and toxins, including Alien ones.
  • All Brawn No Brain: You suffer a -2 dice penalty on Mind resistance rolls.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

Spend an Action to activate. Select a Doors within 20 feet. Cannot be used on Alien technology.

You may lock, unlock, and/or open your target.

This Gift's level is capped at 2 Gifts and cannot be increased further.

  • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion. Can be used on control panels or other electronic locks, but not computer security systems.
  • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.

Stock Power Gifts

You gain the following benefits at all times.

You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..

You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.

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

You cannot ignore or decrease the effects of Stress for any social rolls you make.

The Severity of any Injury caused by electricity is increased by 2.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • 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.

Exert your Mind and spend an Action.

You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.

While in this form, you can squeeze through any gap that is not water-tight.

Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.

You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.

You have access to your Powers while transformed.

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.

  • The Severity-limiting effect from Squish does not stack with the Enhancement Tough from Mythic Brawn.

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.

Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.

If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • 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.

You may move easily and without a roll in any of the following situations. Lasts 2 hours.

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.