A Fraction of an Opportunity I know I will be feared

3
You possess a mastery of knives.
Used by Lucious Jabroni, Created by LapresJunior.

A mirage of golden tattoos spirals up both my arms, across my shoulders, and end in a spiral of daggers over my shoulder blades. On the palms of my hands, two emblazoned golden blades are marked. I know no other weapon as I know my knives. The world shall know my name.


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:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Quick Draw: You may draw and equip yourself with any melee weapon on your person or within arm’s reach as a Free Action, as long as it is not being wielded by someone else.
  • Two Swords are better than One: If you are wielding more than one melee weapon, you may Attack with all using the highest Weapon Damage, plus 1 for each additional weapon. If you reserve a weapon, any Clash or Defend roll you make is -1 Difficulty, and mob penalties are ingored.


Community Power Gifts

Exert your Mind and spend an Action to activate. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use handguns to activate this Effect. Roll Dexterity + Firearms Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • 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 can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You can use this Effect to deal damage through unarmed attacks, grapples, and thrown objects. Attacks deal +1 Damage. Unarmed Mastery does not apply.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

This was a bit of an odd one. Bluedo went to visit the shaman, as was his custom, and the shaman instead of just teaching him things had him wear a leaf loincloth and go prancing in the woods. This was very strange, but Bluedo followed the instructions with minimal question, and somehow as he did so he felt...freer. When he got back to the shaman after dancing around for a couple hours, the shaman had him focus on a couple things and lo and behold, he found he could lift things with his mind! How all these things connect, he has no idea.

You gain the following benefits at all times.

You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Heavy Lifting: You may Exert your Mind to increase your Mental Strength by 4 for the next non-combat action you take with this Effect.
  • Reactions: You cannot use a Reaction telekinetically.
  • Line of Sight: You may use this Effect on targets which are out of sight, provided you have an understanding of their location.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.

  • Using this Effect on targets which you cannot see will not give you any descriptive information about their location or surroundings, though you will have a sense of whether or not you are “touching” them, or if they bump into something.
  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

Spend an Action. Select a target within 45 feet. Roll Dexterity + Athletics 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 2.

You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.

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

  • 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 or Reaction. Select a Location which is at most 125 feet away horizontally or 25 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 50 feet. Make a Trauma roll when you activate this Effect. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.

You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.

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.

  • If you use this Effect to dodge as a Reaction, it succeeds without the need for a roll. Cannot be used as a Desperate Defense.
  • 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.
  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You must be on a surface of some kind in order to activate this Effect; it cannot be activated while in mid-air.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • 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.

Stock Power Gifts

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.

Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Charisma + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.

If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a phobia of holy things as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.

  • 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 as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.

Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.

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 as long as engaged in combat with wooden longbows.

You receive +2 dice to all rolls using wooden longbows. Reloading is considered a Free Action.

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.
  • Bullseye: If you are not making an attack, any projectile you fire will be considered a complete success without needing to make a roll.