Death's Blade As long as it reaches your heart, it's long enough.

2
Requires Seasoned
You possess a mastery of Knives.
Used by "Widow" Stryker, Created by SeedofEntropy.

Every Reaper has their means of taking the souls they are assigned to. Widow, having an affinity for daggers in life, upholds that tradition in death. Gifted in the graceful dance of death, she uses her training with short blades and fast movement.


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

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

You also gain the following effects:

  • Riposte: If you successfully Defend against a melee or unarmed attack, you deal damage equal to your excess Outcome plus Weapon Damage back to your attacker.
  • Two Swords are better than One: If you are wielding more than one melee weapon, your Weapon Damage is the highest of all of them, plus 1 for each weapon after the first. You also receive an additional +2 dice to any Clash.
  • Whirlwind: You may Exert your Mind to apply your next attack to any number of targets who are within melee range.


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

Revision purchased with:
Revision purchased with:
Improvement from writing up Wait for it.....Aliens (oh snap) spent on improving power: Death's Blade
Revision purchased with:
Revision purchased with:
Improvement from House Games of yore spent on improving power: Death's Blade    (since refunded)
Revision purchased with:
Improvement from House Games of yore spent on improving power: Death's Blade    (since refunded)
Revision purchased with:
Gift from House Games of yore spent on new power: Death's Blade
Improvement from House Games of yore spent on new power: Death's Blade    (since refunded)
Improvement from House Games of yore spent on new power: Death's Blade    (since refunded)
Improvement from House Games of yore spent on new power: Death's Blade    (since refunded)
Gift from House Games of yore spent on new power: Death's Blade    (since refunded)
Gift from House Games of yore spent on new power: Death's Blade    (since refunded)
Gift from House Games of yore spent on new power: Death's Blade    (since refunded)
Improvement from House Games of yore spent on new power: Death's Blade    (since refunded)
Improvement from House Games of yore spent on new power: Death's Blade    (since refunded)

Community Passive Gifts

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).

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.

You gain the following benefits at all times.

You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Possession of this Power grants the following Battle Scar: Disfigured.

Possession of this Power grants the following Trauma at all times: short fuse.

You gain the following benefits at all times.

Your Charisma rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.
  • The Price Of Fame: Any sightings or recordings of your activity can easily be traced back to you. Even when disguised or using an alias, people always get a Perception check to recognize you.

  • A "social gathering" might include a birthday party, after-work drinks, a ski trip, or yoga in the park, among other things. It likely would not include a cult gathering to summon a demon, Congressional negotiations over a contentious bill, etc.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. 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.

As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.

If you do die, as long as a piece the size of a finger remains, you may fully regrow back to life from it. This takes a full month and you must be in a habitable environment.

You may Exert your Mind and spend a Quick Action to reduce the Severity of one of your Injuries by 4. 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.

You gain the following benefits as long as you are wearing this Artifact and you are piloting any vehicle.

You receive +2 dice to any rolls to pilot a vehicle.

You also gain the following effects:

  • Afterburner: Your vehicle has a 25% faster top speed and you may Exert your Mind to accelerate to its top speed in a single Round.
  • Can You Drive Tentacle?: You may pilot Alien vehicles. Any rolls are made at +1 Difficulty.
  • Daredevil: Damage you and your passengers take from vehicle collisions is reduced by 2, and any Injuries suffered are limited to a maximum of Severity 4.
  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.

Stock Passive Gifts

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:

  • Constant Vigilance: You cannot be ambushed or caught-flat footed when awake. When asleep, you can make a Perception + Alertness roll at Difficulty 6 to wake up in time.
  • Can't Unsee: Any Trauma rolls you make are rolled at +2 Difficulty.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, sleep, and air.

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. You must actively and obviously be using a sword to gain the benefits of this Effect.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.

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.

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.