Blessed Sight "This was the first. Without it~~ Í̸̧̘̪̞͕̳̾̀̀͜͜ ̸̨̡̖̹̞̤̟̝̔̒̒̑̍̔̕W̶̢͚̹̗̤̺͗̃́Ǫ̸̖͍̖̥͙͖̲͂̊͊U̴̺̞͚̅̑ ̵̢̱̈́̈́͘D̶͎̯͎͚̟͇̜̰̑̀̀ ̴͍͂͊͐̃͌̔͠ͅĤ̷̹̈́̐͒͒͒͘Ą̶̤̝͖̠̹̀̑͛̋̈͝͝V̸̰̦̬̣̜̾̃̅͗̿ ̴̧̦͇͙͚͓̋̊͝͠ͅ ̷̧̫̱͈͚̱̅͗̒̑M̵̤̻̼̮͇̝̪̈́̾Y̷̬̦͎̱͑̒̀̽̔́͠ ̵̹͚̭͂̐̈́͑̕P̸̛̰͌͛̿͐͘̕Ŗ̷̺͓̟̥͉̟̣͆̆̀̉̆̇͑͝ ̸̛̗͔̙̰̤̒̓̂̕͝͠Z̸̖͕͇̱̈̓̒̔̔̄̀̊͜E̴̢̲̱̘͓̤͆."

2
Requires Seasoned
You possess superhuman senses and awareness.
Used by Luci Alessi, Created by Riley.
( Your Faded Crosshair Tattoo must be used or obviously visible while you are actively benefitting from this effect.)

Luci's sight was her first gift she received even from before the Contracts. A wandering entity- an Eidolon of the Well- saw something that they wanted from Luci when she was young. But due to some sort of disaster, the process failed and Luci stayed in control while the Eidolon became a prisoner within her.

Over the course of her contracting career, Luci has been able to tap into more of her abilities, but this was the first. Blessed eyes manifested alongside a tattoo that carried over from the Eidolon. With it, the world can seemingly bend to her will. It can slow down when she wants and it can illuminate the world in its barest forms if she so wills.


You gain the following benefits as long as you have your Faded Crosshair Tattoo.

Your Perception rating is increased by 2. 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).

Possession of this Power grants the following Trauma at all times: Paranoia - You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to face your fear..

If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

You also gain the following effects:

  • 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.

  • If your Faded Crosshair Tattoo is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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Revision purchased with:
Improvement from Earning commission in rich blood spent on improving power: Blessed Sight    (since refunded)
Revision purchased with:
Improvement from writing up Eight spent on revising power: Blessed Sight    (since refunded)

Community Passive Gifts

You gain the following benefits as long as you have your piercing, ocean-blue eyes.

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).

Possession of this Power grants the following Battle Scar: Never Ending Pursuit: Your body burns significantly more energy while awake, and thus requires constant movement to intake oxygen. While you are conscious, anytime you are not actively moving in a direction, you are considered to be holding your breath (see breathing rules) and will suffocate if you are immobile for too long.

If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

You also gain the following effects:

  • Constant Vigilance: You may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • Saw it Coming: Any time you attempt to dodge an Attack from someone lower than your position in Initiative, you may Exert your Mind to automatically succeed without a roll. You may use Source to make a Desperate Defense. There is still a maximum of one Desperate Defense per Round.
  • Seeing Double: The ranges of all your senses are multiplied by 2.
  • 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.
  • If your piercing, ocean-blue eyes is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You have 4 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 Trauma at all times: Short Fuse: You have major issues controlling you temper. (Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.).

You gain the following benefits at all times.

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

You also gain the following effects:

  • Never Forget: You have a perfect photographic memory, and can recall or recreate even complex and detailed things. If you forget something you had previously seen or noticed, you may ask the GM and they will remind you.
  • Re-Think: You may wait until after all relevant rolls have been made to decide whether to Exert your Mind and get +1 to the Outcome.
  • Remarkably Self-Aware: You may roll Intellect at Difficulty 7 to “scan” yourself for abnormalities; any outside influences on your thoughts/mind will be detected, as well as Traumas, etc. If your Outcome is 3 or higher, you may Exert your Mind to cancel the effect.
  • Insufferable Know-It-All: Any social rolls you make are at +1 difficulty, and if someone else can answer an informational question or solve a puzzle before you do, make a Trauma roll.

You gain the following benefits at all times.

Your Stress from Injuries and Mind Damage is reduced to 0.

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

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.

Stock Passive Gifts

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

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

  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • 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 engaged in combat with wooden longbows.

You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Bullseye: If you are not making an attack or activating an Effect, any projectile you fire will be considered a complete success without needing to make a roll.

You gain the following benefits as long as engaged in combat with firearms made in your home country.

+2 dice to all firearms made in your home country rolls.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free 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. Unstabilized Injuries do not degrade while you are Incapacitated

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.

You gain the following benefits at all times.

You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.

  • Communing with terrestrial animal does not grant them intellect but does allow you to converse with them.