Soldato’s Poise “Unmoving, unless given an order. Uncaring, unless told to feel.”

2
You possess superhuman agility and poise.
Used by Bald Bill, Created by Aikesn.

“A pawn only moves forward in hopes of becoming a better piece.”

“But in the end, it’s still just a piece, to be used and discarded by the players.”


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).

Possession of this Power grants the following Trauma at all times: Killing of the Innocent.

You also gain the following effects:

  • Centered: You have perfect balance. You cannot be knocked over, and can maintain your footing regardless of the size or stability of the material underneath you.
  • Perfect Reflexes: You receive +5 dice to all initiative rolls.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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Community Power Gifts

This power is an application of vel’a ability to enchant items with effects related to their symbolism applied to ink and a drawing on their own body.

The tattoo must be of a storage device

The ritual involves
- getting the tattoo
- getting a large object that matches the tattoo in appearance
- do a ritual which involves the destruction of the large box
- have around many references to secret stashes, and objects that are bigger inside than out.

Although this is themed as an enchantment, Vel cannot do it to others or multiple times (without a separate gift), it’s just flavor for how they managed to get this power.

Spend a Quick Action.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

You gain the following benefits as long as you have your beard braids.

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

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

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:

  • Beast of Burden: You may now carry up to your lifting and hauling capacity without suffering an encumbrance penalty or needing to Concentrate. You do not tire from extended physical activity.
  • Tough: You gain Armor equal to half your Brawn rating. This Armor cannot be penetrated and protects against falling Damage.

  • Armor from multiple sources does not stack. Instead, the highest is used.
  • If your beard braids 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.

Exert your Mind and spend an Action to activate. Select a Animate target within 20 feet. This Effect cannot be used unless you make direct eye contact with the target. Roll Charisma + Alertness at Difficulty 7.

If you succeed, the target will suffer a dice penalty equal to the Outcome for as long as you maintain Concentration; if you stop or are interrupted, the Effect will end. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.

  • This Penalty is not removed if a character Exerts their Mind to ignore penalty.
  • If a character has a dice pool reduced to 0, they cannot attempt that action.
  • You can target yourself if you qualify as a valid target by the other requirements.

Exert your Mind (unless you win a coin flip) and spend an Action to activate. You must use up Acupuncture Needles in order to activate this Effect.

Your Body Penalty is reduced to 0. Lasts for one hour. Does not reduce Mind Penalty.

You may move at your normal speed and still maintain Concentration.

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.
  • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 25 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.

  • When you are within 25 feet of range, your electroreception sense is sufficient for aiming.

Stock Power Gifts

Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.

If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.

You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.

  • This Penalty is not removed if a character Exerts their Mind to ignore penalty.
  • If a character has a dice pool reduced to 0, they cannot attempt that action.
  • 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 must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to you are performing treatment near the site of a battle, including Effect activations, receive +2 dice.
  • Sterile: Sanitary conditions no longer matter during medical care. Your patients will never suffer an infection or toxic shock during treatment, even if you are performing surgery in a sewer. You may preserve harvested body parts indefinitely.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

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.

You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.

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

You also gain the following effects:

  • 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.

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 each hour. 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.