← Back to 20 Below

Gifts

Gifts represent exceptional capability - magic, psionics, superpowers, divine blessings, mutation, whatever fits the campaign’s genre. Each Gift is unique and narrow in scope - a specific named capability, not a broad umbrella.

Five Levels

Every Gift has exactly 5 levels, rated 1-5.

Points

At character creation, each Gift Level costs a flat 3 points from the Gifts pool - a Gift bought to Level 3 costs 9 points, to Level 5, 15 points.

Adders come in two tiers, Lesser (3 points) and Greater (6 points), paid once to unlock the option permanently; the Ki cost of actually using it each time is separate and paid per the Gift’s own text. Every Gift should offer at least 3 Adders.

Limiters are a permanent, creation-time restriction chosen for one specific Gift. Each Limiter taken drops the cost of every Level of that Gift by 1 point. Stack as many different Limiters on one Gift as you like, but no combination ever drops a Level below 1 point.

Limiters make Levels cost different amounts on different Gifts, so the 21-point pool won’t always come out even. Whatever you can’t spend converts to Discretionary points at 2:1. Nothing is lost for failing to divide neatly.

Resolution

Gifts don’t add a stat. Using one reaches for tools the game already has.

None of the three is automatic. Each Gift, and each level of it, says which it uses, if any.

Attack Dice

A Gift that attacks rolls its Level plus half the sub-stat that powers it, rounded down. The sub-stat is the one Ki Infusion already uses, so there is never a second question about which stat a Gift runs on: Ferocity for dice against Soak, Presence against Presence, Psyche against Psyche.

This is why a Gift is worth its points. A weapon rolls what it rolls forever - the heaviest ordinary weapon in the book is 5 dice and always will be. A Gift at Level 1 with a middling sub-stat rolls fewer dice than something you could buy, and a Gift you have actually invested in leaves every weapon behind. The points buy the curve, not the number.

Dice built by a device or rolled by something you raised - a Gadgeteer gadget, a Necromancy thrall - are the exception, and stay on the ordinary scale. Those dice come from the thing, not from you.

Gift List

Alternate Form

Your body was the first draft. You decided to design a second one. Bones slide over one another. Muscle and skin ripple with a mind of their own. Shifting between the two takes a moment. The first time was awful - itchy, painful… and the sound. Now, you can do it while holding a conversation.

Transforming is a Slow action and triggers a Gift Check - success free, failure costs 1 Ki, the transformation happens either way. The form lasts until voluntarily dropped, no ongoing cost to maintain.

The alternate form is built once, at creation, spending a points pool (below) on the build menu below. The pool scales with Gift Level, so a character can revisit and add to the form’s build as they gain Levels.

Pool by Level:

Level Pool
1 2 points
2 5 points
3 9 points
4 13 points
5 18 points

Build menu:

Option Cost Effect
Sub-stat boost 1 pt +2 to one physical sub-stat (Soak, Ferocity, Stamina, Potence, or Initiative) while transformed.
Attribute boost 2 pts/point +1 to one Attribute (Earth, Air, Fire, Water, or Moira) while transformed, up to your own normal maximum.
Environmental adaptation 1 pt Breathe underwater, see in total darkness, ignore extreme temperatures, or similar.
Borrow a Gift Level 3 pts/Level Gain one Level of an existing Gift you don’t otherwise hold while transformed, GM-approved for fit - same per-Level price as the Gifts pool.
Borrow a Boon 1/3/5/7 pts Gain a Boon you don’t otherwise hold while transformed, at that Boon’s own Trivial/Lesser/Greater/Legendary price.

Adders:

Limiters:

Animal Friendship

Animals sense you are a kindred spirit. Your presence doesn’t trigger their instincts. A panicky horse is soothed by your touch. The angry canine sitting behind the “Beware of Dog” sign wags his tail happily when you approach. Prey, predator, wild, or domesticated - they all trust you. They understand you and what you are trying to say to them and will often act on your behalf when you ask.

2 - Range extends to Near. You may now direct the animal to perform one simple task within its natural capabilities (lead you somewhere, retrieve a small object, stand guard, fetch help) in addition to calming or understanding it. Still a Normal action, no Ki. Additionally, you gain a lasting Animal Companion, free with this Level - no Ki or point cost - an ordinary creature of your choice, chosen at creation, that stays by your side simply because it likes you. Not summoned or magically bound; it can leave if truly mistreated or endangered, but under normal circumstances it travels and fights alongside you.

Level Effect
1 Roll Moira + Difficulty to calm an agitated animal or exchange simple, instinct-level understanding with it (hunger, fear, the direction of danger) - one ordinary animal at a time, within Close range. Is a Normal action. No Ki, no Gift Check.
2 Range extends to Near. You may now direct the animal to perform one simple task within its natural capabilities (lead you somewhere, retrieve a small object, stand guard, fetch help) in addition to calming or understanding it. Still a Normal action, no Ki. Additionally, you gain a lasting Animal Companion, free with this Level - no Ki or point cost - an ordinary creature of your choice, chosen at creation, that stays by your side simply because it likes you. Not summoned or magically bound; it can leave if truly mistreated or endangered, but under normal circumstances it travels and fights alongside you.
3 Range extends to Far. You may now affect a small group of animals simultaneously (a pack, a flock, a swarm) rather than just one - calming, understanding, or directing all of them at once costs 1 Ki. Your Animal Companion’s bond deepens automatically, free with this Level: it gains +2 to one relevant sub-stat of your choice (Soak, Ferocity, Stamina, Potence, or Initiative).
4 The affected group scales up to a full herd, swarm, or pack of any size. Your influence now extends to dangerous or exotic wildlife, not just ordinary animals - even apex predators respond to you. Group-effect Ki cost rises to 2. Your Animal Companion gains a second +2 to a different sub-stat, automatically, free with this Level (stacking with Level 3’s bonus).
5 Your connection extends even to legendary or mythic beasts - dragons, cryptids, spirits wearing animal shape, whatever the setting allows (GM’s call on fit). Group-effect Ki cost drops back to 1. Your Animal Companion gains a third +2 to a sub-stat of your choice, plus one minor Boon-equivalent trait fitting the bond (GM-approved) - both automatic, free with this Level.

Adders:

Limiters:

Battle Sense

Everyone telegraphs every move. Most people just don’t know Morse code. You are able to read the subtle tells that reveal what your opponent will do - a sharp intake of breath, a subtle shift in stance, an involuntary glance where they will strike. It’s not precognition and it’s no use outside of a fight, but you see it coming before they know they are going to do it.

Reading an opponent costs 1 Ki, declared on your turn - it takes no action. You can hold one read at a time; naming somebody new drops the one you had.

Level Effect
1 Spend 1 Ki and name one opponent you can see. Every attack you make against them is at Advantage for the rest of the round.
2 The read now lasts the rest of the fight rather than the round. Same 1 Ki, same one-at-a-time limit.
3 Against a read opponent, your critical hits land on a 2 or a 3 - the same shape as Expert, for the roll no Training Tier reaches.
4 A read opponent cannot gain Advantage against you, from any source. You are already where they were going.
5 Once per fight, take one extra Fast action, at any point you choose. It is Fast and it stays Fast - Ki cannot bump it to Normal or Slow, and it cannot be spent on a Slow action’s called shot.

Adders:

Limiters:

Berserker

Some people go quiet when they are hurt. You go loud. Pain doesn’t register as a warning - it registers as permission. The more of you is broken, the more dangerous you become, right up until there’s nothing left to break.

Level Effect
1 Rising Fury: while you have at least 1 Health Level missing, add bonus dice to your Physical attacks equal to half your missing Health Levels (round down), capped at 1. While any Fury bonus is active, you’re at Disadvantage on Social and Mental rolls - nothing gets through but the fight in front of you.
2 Fury’s cap rises to 2.
3 Fury’s bonus now also applies to your Soak - the same fury that sharpens your strikes also numbs what would otherwise put you down.
4 Fury’s cap rises to 3. The Level 1 Disadvantage no longer applies to Social rolls - a raging fury reads as pure menace, not incoherence - just Mental rolls now.
5 Fury’s cap rises to 6. Once per Scene, as a free action, trigger Last Stand: your Fury bonus locks at its maximum for the rest of the Scene, regardless of your actual missing Health Levels.

Adders:

Limiters:

Clairvoyance

You can perceive distant places, objects or people without being physically present. You focus your senses beyond the bounds of your body - observing what lies elsewhere as though you were standing there. Your body stays behind, unoccupied while your animating force goes sightseeing.

Level Effect
1 Roll Moira + Difficulty (harder the less familiar the place) to project your sight to somewhere you’ve personally been before. Is a Slow action, sight only - no sound - lasting a few minutes or until broken.
2 The vision now includes sound as well as sight. You can also target a place you’ve only seen in detail (a photo, a vivid description) rather than having to have physically been there yourself.
3 Spend 1 Ki to extend the vision’s duration significantly, or to target a place you’ve never seen or visited at all, so long as you’re actively searching for it with a clear intent (“show me where the stolen car went”).
4 Your sight can now follow a specific person you’ve met, tracking their general location even if you don’t know exactly where they are - the vision moves with them rather than staying fixed to one place.
5 You can project into a completely unknown, undescribed location by intent alone - answering an unknown (“where is the artifact hidden?”) rather than needing any prior anchor. Ki cost from Level 3 drops to 0.

Adders:

Limiters:

Conjured Armory

Somewhere, just the other side of the world, your weapon waits for the moment you call it forth. With a flicker of thought, it slips through the gaps in reality and into your grasp, ready for battle. You don’t own the weapon so much as call a mystical DoorDash to deliver one.

Chosen once, at creation: your signature weapon, any single item from weapons.md’s catalog.

A conjured weapon’s Damage is its listed rating plus this Gift’s Level, with no ceiling - the weapon table’s cap of 5 binds what a smith can forge, not what you call out of the air. A Damage 4 hatchet conjured at Level 3 deals 7.

Expendables. Anything used up when it is used - a grenade, a charge, a rocket - can be conjured once per Scene. After that, 1 Ki conjures it again. A weapon that comes back is not expendable: a thrown blade called home at Level 3 can be thrown all day.

Level Effect
1 Summon your signature weapon into your hand as a Fast action, no Ki cost. It arrives with its listed range. Dismissing it is free and instant. It never runs dry - ammo, if any, is never actually a concern, though you’re free to roleplay reloading.
2 You may now conjure any weapon from the full catalog, not just your signature - reselect freely each time you summon.
3 You can throw the conjured weapon. The throw is an attack like any other; calling it back to your hand afterwards is a free action on your turn, from any distance. A weapon you let go of on purpose does not vanish the way one knocked from your grip does.
4 Summoning becomes a free action - no action cost at all, folding seamlessly into any attack. You’re never caught without a weapon in hand.
5 Once per Scene, spend 1 Ki to conjure a weapon so precise it ignores 3 points of the target’s Soak for that single attack.

Adders:

Limiters:

Copycat

If you watch someone closely enough, you can hold the thread of what makes them exceptional. A skill, a talent, even the odd power behind their superhuman feats are no mystery to you. You don’t become them, you just lean on their abilities - carrying their echo with you for a time.

This Gift always costs Ki, at every Level. There is no mastery discount to free.

Level Effect
1 Watch a target use a Skill, then spend 1 Ki and roll Moira + Difficulty to borrow it: for the rest of the scene, use that Skill yourself, treated as Trained even with no training of your own (or your own tier, if already higher).
2 You can also mimic a Boon after watching its effect happen once, gaining that Boon’s benefit for the rest of the scene. Same cost.
3 You can mimic a Gift after watching it used, copying its Level 1 capability for the rest of the scene. Ki cost rises to 2.
4 A mimicked Gift capability can go as high as its Level 3, and any mimicry (Skill, Boon, or Gift) now lasts a full Day instead of just a Scene.
5 Mimic a Gift capability up to its full Level 5, or hold a Skill, a Boon, and a Gift capability all mimicked at once, for a full Day.

Adders:

Limiters:

Cybernetics

The line between flesh and hardware is blurred. Steel strengthens bones, nerves are replaced by fiber-optic cables, nano-circuitry extends the senses beyond what biology can perceive. You are augmented. These augmentations are not powers you call upon but machines integrated into you - engineered to function as if you were born with them.

Unlike a shapeshifting Gift, there’s no transformation to trigger - your augmentations are always active. No action, no Gift Check, no Ki cost just to have them running.

The build is set once at creation, spending a points pool (below) on the build menu. The pool scales with Gift Level, so a character can revisit and expand their augmentations as they gain Levels.

Pool by Level:

Level Pool
1 2 points
2 5 points
3 9 points
4 13 points
5 18 points

Build menu:

A few options are bigger versions of a cheaper one - Myomer Fiber and Linear Frame, Subdermal Plating and Armored Plating, Sensory Suite and Multi-Optic Cluster, Chemical and Molecular Analyzer. Take one or the other; the larger replaces the smaller rather than stacking with it.

Option Cost Effect
Subdermal Plating 1 pt +2 Soak, always on.
Myomer Fiber 1 pt +2 to one physical sub-stat (Ferocity, Potence, Initiative, or Stamina).
Sensory Suite 1 pt One sense-based upgrade: see in total darkness, zoom/magnify at will, or filter out deafening/blinding effects.
Integrated Toolkit 1 pt A multitool, lockpick set, or scanner built into a limb - can’t be disarmed or confiscated in a pat-down.
Integrated Storage Compartment 1 pt A concealed cavity in a limb or torso, holding a handful of small items - invisible to a pat-down or metal detector.
Video/Audio Recorder 1 pt Continuously record everything you see and hear, and replay it later - clean, reliable evidence.
Comms Array 1 pt Short-range encrypted radio link to other augmented allies or compatible tech, immune to ordinary jamming.
Navigation Suite 1 pt Perfect sense of direction and position, plus a stored map of anywhere you’ve personally been.
Biometric Lock 1 pt Your augmentations (and anything in an Integrated Storage Compartment) only function for you - stolen or severed parts are inert junk to anyone else.
Universal Interface Port 1 pt A hardline jack that connects to any standard port or socket, no compatible cable or adapter needed.
Climbing Servos 1 pt Retractable claws or grip pads in hands and feet - climb sheer surfaces at your normal Movement Rate, no roll for an ordinary climb.
Silent Movement Dampeners 1 pt Your augmented limbs make no mechanical noise - no Stealth penalty from servo whine or joint clicks.
Thermal Regulation 1 pt Ignore extreme heat or cold - no Disadvantage from environmental temperature.
Vehicle Link 1 pt Pilot or drive by direct neural link - Advantage on any roll to control a compatible vehicle.
Signal Scanner 1 pt Spot active transmitters, bugs, taps, and cameras nearby - the room tells you who’s listening.
Voice Stress Analyzer 1 pt Advantage on any roll to tell whether someone is lying to your face.
Chemical Analyzer 1 pt Taste or smell a sample and know what it is - drugs, poisons, accelerants, blood.
Sealed Respirator 1 pt Filtered lungs and a sealed airway - immune to gas and airborne agents, and you can go without air for several minutes.
Toxin Binders 1 pt Advantage against poison, disease, and drugs, including the ones you’d rather enjoy.
Enhanced Antibodies 1 pt You heal one step faster than normal on any rest.
Artificial Gills 1 pt Breathe water indefinitely.
Radiation Shielding 1 pt Immune to radiation, and Advantage against any environmental hazard that works on flesh rather than force.
Bio-Comp Monitor 1 pt Constant readout of your own condition - you know exactly how hurt, poisoned, or drugged you are, and a Comms Array broadcasts it if you go down.
Laser Rangefinder 1 pt Exact distance to anything you can see. Advantage on attacks at Far range and on any indirect or thrown shot.
Fiber-Optic Probe 1 pt A camera on a flexible lead that deploys from a fingertip - see under doors, around corners, into locks.
Synthskin Overlay 1 pt Your hardware reads as flesh to the eye, the hand, and a casual scan. Cancels the Visible Hardware Limiter if both are taken.
Voice Modulator 1 pt Reproduce any voice you’ve recorded, pitch yourself unrecognizable, or speak subvocally into a Comms Array.
Loudspeaker 1 pt Drive your voice to a painful volume. Advantage to command, warn, or scatter a crowd at Near range or further.
Language Translator 1 pt Real-time translation of any language you’ve heard enough of to sample - understood, and spoken back.
Fashionware Suite 1 pt Light tattoos, fiber hair, a subdermal watch - change your look on demand. Advantage to be remembered, or to be forgotten.
Chem Injector 1 pt An internal reservoir holding one dose of a drug of your choosing. Administered by thought, and nothing to find in a search.
Garrote Wire 1 pt A spool of monofilament from a fingertip. A weapon, a cutting tool, and a tripline, depending on the evening.
Reinforced Chassis 2 pts +1 to Carrying Capacity and Break Threshold, stacking with Potence’s own.
Subroutine Uplink 2 pts Passive short-range wireless link to nearby active electronics - grants Technokinesis Level 1’s passive awareness, without needing that Gift.
Data Vault 2 pts Onboard encrypted memory - perfect recall of anything you’ve scanned or recorded, immune to remote hacking without direct physical access.
Onboard Computer 2 pts Instant calculation, translation, and lookup - treat any Knowledge-Skill roll needing reference material as if you had a research library on hand.
Holographic Projector 2 pts Project a small hologram at Close range - a decoy, a visual aid, a disguise overlay.
Grapple Line 2 pts A retractable cable launcher built into an arm - anchor and pull yourself to a point within Near range, or yank a target or object toward you.
Nanite Medkit 2 pts A self-contained injector loaded with one dose of field-medicine nanites - once per Scene, stabilize yourself or an adjacent ally from dying, no roll.
Smartlink 2 pts A weapon interface - add one bonus die to attacks with any firearm wired to you. Someone else firing it gets nothing.
Pain Editor 2 pts Wound Disadvantage from missing Health Levels doesn’t apply to you, and torture, agony effects, and pain-based intimidation simply don’t land.
Motion Sensor 2 pts Detect anything moving within Near range, through darkness, smoke, or a single wall.
Multi-Optic Cluster 2 pts Every Sensory Suite upgrade at once, in one eye - darkness, magnification, filtering, and thermal. Replaces Sensory Suite.
Molecular Analyzer 2 pts Forensic-grade analysis - material composition, residues, age, what a thing was before it was this. Replaces Chemical Analyzer.
Cyber-Disguise 2 pts Reshape your face and build over a few minutes to pass as a specific other person you’ve studied. Not an illusion - it’s machinery moving bone.
Jump Servos 2 pts Leap to anywhere within Near range from standing, and take no damage from a fall you chose.
Nano-Repair System 2 pts An internal repair swarm - recover 1 Health Level once per Scene, no roll and no action.
Quick-Change Mount 2 pts Swap a hand for another limb-mounted option costing 2 points or less in seconds rather than an hour.
Integrated Weapon 3 pts A retractable blade, dart launcher, or similar built into a limb - counts as a Light weapon that can never be disarmed or left behind.
Reflex Booster 3 pts Spend 1 Ki to take one extra Fast action. Once per round, no limit per Scene.
Chipware Socket 3 pts A skill-chip slot. With a chip on hand, treat any one Skill as Trained for the Scene - swap chips freely between Scenes.
Linear Frame 3 pts An internal load frame - +4 to one physical sub-stat rather than Myomer Fiber’s +2, but the bulk is not concealable. Replaces Myomer Fiber.
Armored Plating 3 pts +4 Soak rather than Subdermal Plating’s +2, but it is plainly armor and cannot be concealed. Replaces Subdermal Plating.
Chameleon Skin 3 pts Hold still and your skin matches what’s behind you - Advantage on Stealth while stationary, lost the moment you move.
Cybersnake 3 pts A segmented limb that deploys from your torso - reaches Close range, grapples, and gets into places a hand won’t.
Internal Power Plant 3 pts A sealed generator instead of cells. Your augmentations never run down and never need servicing, cancelling the Maintenance Dependent Limiter if both are taken.
Integrated Heavy Weapon 4 pts A forearm-mounted ranged weapon - counts as a Medium weapon, never disarmed, and impossible to explain at a checkpoint.
Stun Knuckles 1 pt Your unarmed strikes can deal their damage to Poise instead of Health Levels - put someone down without killing them.
Gyro Stabilizer 1 pt Advantage on any roll to keep your feet - against being knocked Prone, shoved, or left Off Balance.
Mag Clamps 1 pt Magnetic soles and palms - walk on metal walls and ceilings at your normal Movement Rate, and nothing moves you off a metal floor while you’re clamped.
Smoke Vent 1 pt Once per Scene, flood Close range around you with thick smoke - sight through it is blocked until the end of the next round.
Dazzler Eyes 2 pts Once per Scene, as a Fast action, flash one target at Close range who is looking at you - they are Blinded until the end of their next turn. Flash-filtering eyes ignore it.
Adrenal Pump 2 pts Once per Scene, as a Fast action, flood your system and shake off Frightened, Exhausted or Staggered.
Thermoptic Masking 2 pts Your body holds ambient temperature and damps its own signal - invisible to thermal sight, motion sensors and signal scanners.

Adders:

Limiters:

Deadzone

Some people radiate power. Around you, that aura dims and flickers. The closer you are to them, the harder it is to fuel their abilities. Gifts fizzle, supernatural forces fray and the impossible remains stubbornly out of reach.

Level Effect
1 Touch or Close range, single target. Spend 1 Ki, no roll: for the rest of the scene, that target’s Gift uses cost double Ki, rounded up (a normally-free use instead costs 1 Ki).
2 Range extends to Near. You may instead spend 1 Ki to directly prevent a Gift from activating in the first place, or shut down one specific active supernatural effect already in place, no roll, either way ending it outright.
3 Range extends to Far. You can affect a second target at the same time, for a second 1 Ki spend.
4 Spend 2 Ki and roll Moira + Difficulty to instead raise a true field around yourself out to Close range, affecting everyone inside rather than picking individual targets, lasting the rest of the scene. Failure still spends the Ki; the field doesn’t form.
5 The field radius extends to Near, and upgrades from a tax to an outright block: Gifts simply can’t be used inside it. Ki cost for the single-target effects (Levels 1-3) drops to 0.

Adders:

Limiters:

Domination

You don’t persuade people - you decide for them. Everyone has a voice in their head that tells them what to do - you can just make it yours. Meet their eyes, speak with intent, flex your will and a suggestion becomes a command.

Level Effect
1 Requires eye contact. Spend 1 Ki and roll 1 + half your Psyche dice per-die against the target’s Psyche wall - a connecting die lets you issue a single-word command (“stop,” “sleep,” “drop it”) that they obey for one action or moment. Commands resulting in self-harm or serious injury automatically fail.
2 Dice rise to 2 + half your Psyche. Commands can now be full sentences rather than a single word, and can be complex - multi-step instructions, conditional logic, or nuanced requests - not just simple directives.
3 Dice rise to 3 + half your Psyche. You may implant a delayed/triggered command - it stays dormant until a specific condition you set occurs, then executes automatically.
4 Dice rise to 4 + half your Psyche. Repeated exposure builds suggestibility: each successful use of this Gift on the same person grants Advantage on your next attempt against them, cumulative and lasting until they’re free of your influence for an extended stretch (GM’s call).
5 Dice rise to 5 + half your Psyche. The self-harm/serious-injury safeguard no longer applies - commands can now be harmful, even lethal.

As with any Mental attack, additional Ki Infusion (1 Ki per die) can push individual dice further by adding your own Psyche, per the usual rule.

Adders:

Limiters:

Drone Swarm

Even when there is no one around, you are not alone. You have a swarm of small machines that follow your every command. Each one is built for a different purpose - combat, defense, healing, transport and more. They move with just a thought. They are your hands, guns, eyes and anything else you can imagine.

Drone Chassis (every deployed drone, regardless of type): Soak 1 · Defense 5 · Health Levels 2 · Movement Rate matches your own · Output Rating 2, rising with your Gift Level. No Skills or Gifts of its own. Acts immediately after you in the turn order, taking a Fast or Normal action each round (never Slow).

Level Effect
1 Deploy Drones: spend 1 Ki as a Slow action to deploy up to 2 drones from your gear, each built as one of nine types (below), chosen when constructed. Reconfiguring a drone into a different type takes 2 hours of dedicated work outside of combat - the drone count never changes, just what each one is. Drones last until destroyed or recalled. Jack In: as a Normal action, sync fully with one deployed drone, adding +2 to its Output Rating for as long as you stay jacked in - but your own body goes still and undefended (no actions, can’t notice threats) until you disengage (a Fast action) or the drone is destroyed.
2 Deploy up to 3 drones. Output Rating rises to 3.
3 Deploy up to 4 drones. Output Rating rises to 4.
4 Deploy up to 5 drones. Output Rating rises to 5. Overwatch: when a drone is destroyed, spend 1 Ki to have it use its type ability one last time, at its current Output Rating, before it goes down.
5 Output Rating rises to 6, and your body is no longer fully defenseless while jacked in - it can still take Fast actions (moving, ducking for cover), just not perceive normally. Once per Scene, spend 2 Ki per Combat-type drone firing for Full Barrage: every Combat-type drone you command fires at once, all their dice pooled into a single attack against one target. Each drone’s dice are capped individually first, then pooled; the pool itself has no ceiling.

Drone Types (chosen per drone, reconfigurable per the Level 1 rule):

  1. Combat: mounted weapon. Attack dice equal to its Output Rating, capped at 5 so a drone never outguns the heaviest ordinary weapon a person can carry, resolved per-die vs. the target’s Soak, Presence, or Psyche as fits the attack. The Jack In bonus ignores that cap - it is the only thing that does, and it costs you your body to use.
  2. Healing: as its action, touch a willing target within Melee range and restore Health Levels equal to half its Output Rating, round up.
  3. Shielding: as its action, project a barrier over one ally within Melee range, granting them Soak equal to its Output Rating until the start of your next turn (stacks with their own Soak).
  4. Remote Operation: as its action, route one roll through the drone instead of acting in person - make a Skill check or device interaction as if you were standing where it is, using your own stats.
  5. Surveillance: while active, automatically know the number and rough position of hostile creatures within Near range, no roll - everyone on your side gains Advantage on Perception rolls to spot ambushes there.
  6. Jamming: as its action, target one enemy within Near range; they suffer Disadvantage on their next roll involving a device, sensor, or remote link.
  7. Decoy: as its action, the drone mimics your own signature closely enough that an attacker targeting you may target it instead, GM’s call on plausibility.
  8. Transport: as its action, carry one willing Melee-range ally (or a load of gear) up to its own Movement Rate.
  9. Repair: as its action, touch damaged equipment, armor, or a vehicle and restore its Health Levels equal to half its Output Rating, round up - objects only, not living creatures.

Adders:

Limiters:

Duplication

One of you is just a start. You can split yourself into copies. The copies have your face, your skills, and your memories up to the moment of the split. They are all you. It gets weird, but at least you all have the same taste in movies, right?

This Gift always costs Ki, at every Level. There is no mastery discount to free. You can dismiss any or all of your clones instantly, at will, no action required.

Level Effect
1 Spend 1 Ki to create one duplicate of yourself: identical in appearance and Skills, but with only 1 Health Level, popping instantly on any connecting hit. It acts immediately after you in the turn order, taking a Fast or Normal action each round (never Slow), and must stay within your line of sight. Lasts up to a Minute or until it pops. When it pops, or the duration ends, you instantly know everything it experienced.
2 Duration extends to a Scene.
3 You can maintain 2 clones at once, for a second 1 Ki. Clones can use your Boons and Skills fully, as if they were you.
4 You can maintain 3 clones at once, and they’re no longer bound by line of sight, so long as you know roughly where they are. Clones can spend your Ki to use your Gifts too, drawing from the same pool you have.
5 You can maintain 5 clones at once, with no range limit at all.

Adders:

Limiters:

Elemental Aura

You can surround yourself with a mantle of power. It wraps you in a cloak of energy, protecting you and lashing out at any threat that dares touch you. You choose whether it burns, freezes, distorts, radiates, crackles or defies description - within its reach, the world itself begins to obey the nature of your power.

“Element” is a broad catch-all, not limited to the four classical elements - fire, ice, lightning, steam, darkness, radiation, cosmic energy, void, magnetism, or whatever else fits what you actually are. Chosen once, at creation.

Activating the aura is a Slow action. Maintaining it requires a Gift Check every turn it stays active - failure costs 1 Ki, at any Level. At Level 5, a turn spent lashing out with the aura (below) skips the maintenance check entirely, since spending Ki to attack already covers the cost.

Level Effect
1 Before an incoming attack of your chosen element resolves, remove one quarter of its dice (rounded down), then resolve the rest normally against your Soak. Anyone who touches you takes 1 + half your Ferocity vs their Soak.
2 Remove half of an incoming elemental attack’s dice (rounded down) before it resolves. Contact damage rises to 2 + half your Ferocity.
3 Remove three quarters of an incoming elemental attack’s dice (rounded down). The trigger widens from requiring actual touch to anyone striking you at Melee range - damage rises to 3 + half your Ferocity.
4 Full immunity - all dice from an incoming attack of your chosen element are removed before it resolves; nothing gets through. Contact/Melee damage rises to 4 + half your Ferocity. The aura’s presence extends to Close range: anyone nearby (not just attacking you) suffers a minor environmental effect fitting the element, GM-adjudicated to theme.
5 Immunity persists. Damage rises to 5 + half your Ferocity. The aura can be projected as an attack: spend 1 Ki to strike a target at Near range without contact, same per-die-vs-Soak resolution - doing so on a turn skips that turn’s maintenance Gift Check.

Adders:

Limiters:

Elemental Manipulation

The elements answer your call - fire dances, gravity warps, shadows writhe, electricity crackles - all obeying your will. You don’t command an element in a single, practiced way. You are an improvisational artist, finding new ways to alter the world with your will when the need arises.

Your domain - fire, darkness, gravity, time, the weather, the temperature of a room, even what people perceive as real - is chosen once, at creation.

Level Effect
1 Roll Moira + Difficulty to shape an effect within your domain that touches a full sensory picture (not just one sense) or physically moves/reshapes something person-sized (a body’s worth of matter, a room’s worth of shadow, a sound that isn’t really there, the temperature of a room). No Range Band limit, works anywhere you can perceive or clearly reach with it. Is a Normal action. No Ki, no Gift Check.
2 You can now blanket an area instead of a single target or point. Spend 1 Ki to create a zone (spreading true darkness, a field of magnetic interference, a sudden downpour, a shared false vision everyone inside perceives the same way) that imposes Disadvantage on anyone inside acting against you, lasting up to a Scene.
3 The area effect scales to something building-sized or block-sized (a full weather shift over a neighborhood, a false skyline that fools anyone looking). Ki cost rises to 2. You can also physically move or reshape something correspondingly large within your domain with no roll, so long as it’s plausible for the element.
4 Any effect you create (the area zone, a moved or reshaped object, a false sensory scene) can be made permanent instead of temporary, for an extra 1 Ki spent when you create it.
5 Once per Scene, you can briefly merge with your own domain (a body of living shadow, a drifting cloud of embers, a knot of pure magnetism) for a Round, immune to Physical damage while merged, though you still can’t deal damage yourself. Ki cost for the Level 2 area effect drops to 0.

This Gift never deals direct damage, at any Level.

Adders:

Limiters:

Enhanced Speed

You move faster than most people can comprehend. Nerves fire faster and muscle moves you more rapidly than a human frame should be capable of. Thought and action compress into fractions of a second. The world seems to pause when you decide to act.

The extra action this Gift grants can never be a Slow action, at any Level - moving this fast isn’t conducive to the precision a Slow action demands.

The Disadvantage imposed on attackers (Levels 4-5) doesn’t apply if the attacker has Enhanced Speed at the same Level - matched speed cancels the edge; only someone slower than you gets caught flat-footed by it.

Level Effect
1 At the beginning of combat, you may take one Fast or Normal action before anyone else acts - before even the Fast Action Bracket resolves. If more than one character has this Gift, they act among themselves in Initiative order, but all still act before the normal turn order begins.
2 Once per round, you may spend 1 Ki to take an additional Fast action, resolved immediately after your normal action for that round - it doesn’t change your Action Bracket or Initiative position, just adds a second action on top. For the rest of that turn after spending the Ki, your Movement Rate is x1.5.
3 The extra action from Level 2 can now be a Fast or Normal action, still 1 Ki, still once per round. Roll Initiative as 2d10 and keep the higher die. The post-Ki-spend Movement Rate multiplier rises to x2 for the rest of that turn.
4 The extra-action spend can now be used up to twice per round (still 1 Ki per use). On any turn where you’ve spent Ki this way, attacks made against you that turn are at Disadvantage - you’re moving too fast to track cleanly. The post-Ki-spend Movement Rate multiplier rises to x3 for the rest of that turn.
5 The extra-action spend can now be used up to three times per round (still 1 Ki per use, still Fast or Normal only). Attacks made against you are at Disadvantage on any turn you spend Ki this way. The post-Ki-spend Movement Rate multiplier rises to x5 for the rest of that turn.

Adders:

Limiters:

Enthrall

When you enter a room, everyone feels it - eyes fall on you, attention settles and it becomes difficult to care about anything else. You might inspire fascination, awe or dread. You don’t command anyone to do anything, you are simply the most compelling person in the room.

Level Effect
1 Requires the target to perceive you. Spend 1 Ki; make the standard to-hit roll (Fire vs. their Social Defense). On success, roll 1 + half your Presence dice per-die against their Presence wall - a connecting die locks their attention onto you for the scene: awe, dread, or fascination, your choice. No specific action compelled, just overwhelming presence.
2 Dice rise to 2 + half your Presence. Effect now reaches everyone perceiving you within Close range - each target gets their own to-hit roll and, on success, their own dice vs. their Presence wall.
3 Dice rise to 3 + half your Presence. You may split the effect’s flavor by target in the same use - dread for hostiles, awe or magnetism for allies/bystanders.
4 No to-hit roll required anymore - your presence is overwhelming enough that it simply rolls 4 + half your Presence dice per-die against the target’s Presence wall directly. Repeated exposure builds a hold: each successful use on the same person grants Advantage on your next attempt against them, cumulative, lasting until they’re away from you for an extended stretch (GM’s call).
5 Dice rise to 5 + half your Presence, still no to-hit roll needed. Range extends to everyone perceiving you within Near, and a natural 10 on any die (not just a connect) causes the target to freeze or flee outright for a Round, unable to act against you at all.

As with any Social attack, additional Ki Infusion (1 Ki per die) can push individual dice further by adding your own Presence, per the usual rule.

Adders:

Limiters:

Flight

Gravity is a mere suggestion for you. You can fly somehow. Whether you manipulate gravity, grow wings, or ride the currents of the aetheric wind, you are no longer tethered to the ground.

Level Effect
1 You can hover in place or fly at your normal ground Movement Rate. Taking off or landing is a Fast action; staying aloft is free once airborne. No Ki, no Gift Check.
2 Movement Rate while flying doubles. You can hover just out of Melee range of anything that can’t also fly or reach that high, forcing grounded attackers to close the distance some other way.
3 Movement Rate while flying triples. Spend 1 Ki, when an attack targets you in the air, to juke through open air for Advantage on your defense.
4 Movement Rate while flying rises to x5, fast enough to close or open a full Range Band as part of a single move. You can carry one other person while flying with no penalty. Ki cost from Level 3 stays at 1.
5 You break the sound barrier. Within a scene, you can cross from Far to Melee range (or the reverse) in a single move, no Range Band restriction. Ki cost for the evasive dodge from Level 3 drops to 0.

Adders:

Limiters:

Forcefield

You can focus your will into a barrier that stands as a bulwark between you and the world. It may manifest as a shimmering bubble, an invisible wall of force or a solid shield. Whatever form it takes, it exists for one purpose - to stop whatever the world throws at it.

Chosen once, at creation: your Forcefield’s Form.

  1. Wielded Shield - held in one hand, front arc only, matching a real ballistic shield’s own limits. Hardness and Health Levels are always +1 above the numbers below. Covers only yourself - never projects onto an ally, at any Level.
  2. Bubble Barrier - no hands required. Instead of a single target, it covers everyone within its current range, including you - starting at Melee (Level 1), extending to Close (Level 3) and Near (Level 4), same range numbers as below just read as a radius. Hardness and Health Levels are always -2 below the numbers listed.
  3. Personal Barrier - exactly as below: full Hardness and Health Levels, covers all four Zones, a single target (yourself, or one ally within range once Level 3+).

The barrier occupies the same Zone(s) as any worn armor and follows the normal rule that armor doesn’t stack within a Zone - raising it over a Zone that’s already covered by real armor replaces that armor’s protection for as long as the barrier holds, it doesn’t add to it. Maintaining the barrier requires a Gift Check every turn it stays up - failure costs 1 Ki, at any Level.

Level Effect
1 As a Normal action, no Ki cost, raise the barrier: Hardness 3, Health Levels 2 (before your Form’s modifier), resolved with the exact same two-stage mechanic as worn armor - it covers all four Zones at once. Lasts until depleted or dismissed (a Fast action to drop early).
2 Hardness rises to 4, Health Levels rise to 3.
3 Hardness rises to 5, Health Levels rise to 4. Personal Barrier may now be raised over one ally within Melee range instead of yourself; Bubble Barrier’s radius extends to Close.
4 Hardness rises to 6, Health Levels rise to 5. Personal Barrier’s ally range extends to Close; Bubble Barrier’s radius extends to Near.
5 Hardness rises to 7, Health Levels rise to 6. Once per Scene, spend 1 Ki to instantly restore a depleted barrier to full Health Levels, re-raising it as a Fast action.

Adders:

Limiters:

Gadgeteer

Tinfoil, bubble gum, baling wire, a pile of junk and a workbench are all you need to make something useful. Parts that should never be in the same space work together flawlessly in your hands. Circuits are built without schematics and impossible configurations emerge from the chaos in your backpack. It may look like the innards of a VCR taped to a tennis racket, but that ionizing radiation detector works exactly as intended.

Level Effect
1 Given scrap and roughly an hour of focused work, roll Air + Difficulty (GM sets Difficulty by how complex the gadget is) to build one simple, single-function gadget - a lockpick set, a basic signal jammer, a simple sensor, a makeshift flashlight upgrade. It works reliably until broken or its narrow purpose is exhausted. A gadget may carry a minor combat function (a shock prod dealing 1d10, a shim granting +1 Soak); those cost 1 Ki to build, pure-utility ones are free.
2 Build time drops to just a few minutes regardless of complexity. Gadgets can now have two functions instead of one, and a combat function rises to 3d10 damage or +3 to a defensive stat.
3 You can now build a gadget on the fly, mid-combat, as a single Fast or Normal action, improvising from whatever’s on hand. Gadgets can have up to three functions. Combat-relevant gadgets scale up - 2d10 damage, or +2 to a defensive stat. Ki cost for combat-capable gadgets rises to 2.
4 Building a gadget is now only a Fast action. Gadgets can have up to four functions. Combat-relevant gadgets scale to 4d10 damage or +4 to a defensive stat. Ki cost for combat-capable gadgets rises to 3.
5 Combat-relevant gadgets scale to 5d10 damage or +5 to a defensive stat. Gadgets can have up to five functions. Ki cost drops back to 2 for combat-capable gadgets. Additionally, once per session, you can build one extraordinary one-off device capable of a dramatic, GM-approved effect beyond the normal function cap - a signature invention.

Adders:

Limiters:

Grace Period

You cannot run away from the consequences of your actions, but you can make them wait in line. You can make the universe hold back for a brief while - taking a moment to take a deep breath before the tidal wave of action and reaction crashes over you. You still hurt. The trap still goes off. The disaster still arrives… you just get to decide when.

This Gift always costs Ki, at every Level. There is no mastery discount to free.

Level Effect
1 Spend 1 Ki to delay a minor consequence already in motion by 1 Round, just long enough to react. No roll.
2 Delay a real, meaningful consequence (an injury’s onset, a trap already sprung) for up to a Minute. Ki cost rises to 2.
3 Delay something looming over the whole scene (a curse taking hold, a countdown to disaster) for the rest of the Scene. Ki cost rises to 3.
4 Delay something major and lasting (an injury that should be crippling, a deadline with real stakes) for a full Day. Ki cost rises to 4.
5 Hold off almost anything for up to a Month, so long as you renew the effect with another 1 Ki before it lapses. Ki cost for the initial delay rises to 5.

Adders:

Limiters:

Healing

With a touch, you remind the body of what it is. Sickness fades and wounds close under your hands. Even fatal illnesses and afflictions that should linger are healed by your attention.

This Gift always costs Ki, at every Level. There is no mastery discount to free.

Level Effect
1 Touch a willing or unconscious target and spend 1 Ki to instantly restore 1 Health Level. Usable once per Round. No Gift Check.
2 The same touch and Ki spend can instead cure a mundane poison, disease, or negative physical condition, so long as it isn’t already permanent.
3 Restores 2 Health Levels per use instead of 1. Touch is no longer required, range extends to Close.
4 Reaches supernatural-origin poisons, curses, and conditions too, not just mundane ones. Ki cost for a supernatural cure rises to 2.
5 Given a full Day of dedicated care and 3 Ki, you can heal even normally-permanent harm on someone else: a lost limb, lasting disfigurement.

Additionally, given dedicated care each Day, you can heal away a Physical scar entirely, on someone else, in Days equal to how far below 0 their Health went. Healing never touches a Mental or Social scar.

Adders:

Limiters:

Heightened Senses

Eyes like a hawk. Nose like a bloodhound. Ears like a bat. Your senses are more finely tuned than most. You hear distant sounds clearly. Darkness no longer hides things from you. The world is full of information that most people cannot perceive and you take it all in.

Which sense (or senses) sharpen, and how, is chosen once, at creation - enhanced hearing, night vision, telescopic sight, microscopic focus, or something else that fits the concept.

Level Effect
1 Perception rolls that rely on your chosen sense ignore ordinary environmental penalties tied to it - darkness for night vision, distance for telescopic sight, background noise for hearing, and so on. No roll of its own needed; it just strips the penalty layer whenever it would apply. No Ki, no Gift Check.
2 Gain Advantage on all Perception rolls using your chosen sense. Its effective range extends significantly - perceive things at Far range that would normally require being much closer.
3 Your sense gains microscopic-level detail at no extra cost - spot a single fingerprint across a room, hear a heartbeat, notice trace chemical residue by scent. Additionally, spend 1 Ki to pierce an obstacle that would normally block your sense entirely - see through fog or a thin wall, hear through a door, etc.
4 The obstacle-piercing from Level 3 no longer costs Ki, and now works through thicker, more substantial barriers - solid walls, multiple rooms away. Additionally, you’re immune to being Surprised by any threat your enhanced sense would have detected.
5 Your chosen sense becomes constant, passive awareness within Far range - you don’t need to actively look or listen; relevant details and threats simply register automatically. Additionally, it can pierce even magical concealment or supernatural stealth, not just mundane obstacles (GM’s call on edge cases specifically countering your exact sense).

Adders:

Limiters:

Immovable

What happens when an irresistible force meets an immovable object? When you finally meet an irresistible force, you will let the rest of the world know. You stand against impossible forces. Attempts to move you aside feel like trying to shoulder a mountain aside. Once you plant your feet - it becomes a matter of overcoming your will.

Level Effect
1 Gain Advantage on any roll to resist being pushed, tripped, knocked back, or thrown - including a Potence-based forcing attempt against you. No Ki, no Gift Check.
2 Full immunity against ordinary human-strength attempts to move you - anyone trying must clearly exceed normal human capability (GM’s call) to have any chance at all.
3 Spend 1 Ki, when targeted by a supernatural or exceptional force effect (a boosted Potence attempt, a Gift, etc.), to gain Advantage on resisting it too.
4 The Ki-gated Advantage from Level 3 becomes free - always active against supernatural attempts, no Ki cost.
5 Full immunity to being forcibly moved by anything at all, mundane or supernatural, short of your own choice to move.

Adders:

Limiters:

Insubstantiality

Solid matter isn’t really that solid, is it? It’s mostly empty space. You can slip out of phase with the material world and pass through solid matter. Walls, doors and other barriers are no obstacle to you. While you are out of phase, the world passes through you just as easily.

Level Effect
1 Spend 1 Ki and a Fast action to phase for 1 Round - pass through a thin barrier (a door, a thin wall). You can’t attack or be attacked while phased, and it ends automatically once you’re through.
2 Phasing now lasts up to 1 Minute (about 10 Rounds), letting you move through multiple thin obstacles in sequence. Still can’t attack while phased.
3 You can now phase through thicker, more substantial barriers - solid stone, concrete - and phase only part of your body instead of the whole thing. While phased, the phased part is immune to Physical damage - attacks pass through it the same way you pass through walls.
4 Phasing can be maintained for a full Scene (toggled on/off at will) instead of just a Minute. You may now attack while phased, though only as a Mental or Social attack - your body still can’t physically connect with anything solid.
5 You may extend the effect to one other person you’re touching, phasing them along with you. You can also phase instantly as a reaction to dodge an incoming attack. Ki cost drops to 0.

While phased, you’re also undetectable by ordinary senses, sight, sound, and touch alike, not just untouchable.

Adders:

Limiters:

Invisibility

Hide and seek world champion five years running. Only, you weren’t really hiding. Light passes around or through you. Eventually you can hide scent and sound. There is simply nothing to find unless someone knows exactly where and how to look.

Level Effect
1 Spend 1 Ki and a Fast action to turn invisible to sight only, so long as you remain stationary - moving or taking any action breaks the effect immediately. Touch, sound, scent, and technology can still detect you. Lasts up to 1 Minute or until broken.
2 You may move while invisible without breaking the effect. Still breaks the instant you take a hostile action (attacking, etc.).
3 Invisibility now extends beyond sight to sound and scent as well - undetectable to ordinary senses while active. Technological sensors (cameras, motion detectors) still pick you up.
4 You may now take a hostile action without breaking the invisibility. Additionally, spend 1 Ki to also fool technological detection for that action.
5 You can activate this Gift even under direct, active observation - someone already looking right at you doesn’t stop it from taking hold, though doing so costs an additional 1 Ki on top of the base cost (2 Ki total when used this way).

Adders:

Limiters:

Jumping

You don’t run to the edge and jump. You just jump. A single push can clear rooftops, ravines, and anything else standing between you and where you want to be. With enough power, the landing itself becomes a weapon, turning the force of your descent into a devastating impact.

Level Effect
1 From a standing start, jump forward up to 2x your Movement Rate, or straight up up to 1x your Movement Rate. Is a Fast action. No fall damage from a landing height within what you could jump. No Ki, no Gift Check.
2 Forward jumps extend to 3x Movement Rate, vertical to 1.5x. You can adjust your trajectory once, mid-air, changing direction after the jump’s already started.
3 Forward jumps extend to 4x Movement Rate, vertical to 2x. Spend 1 Ki to chain a second jump immediately on landing, covering that much distance again in the same move.
4 Forward jumps extend to 6x Movement Rate, vertical to 3x. Landing from a jump can be turned into an attack: spend 1 Ki, everyone within Close range of your landing point takes your Potence dice vs. their Soak. Chaining a jump (Level 3) no longer costs Ki.
5 Forward jumps extend to 10x Movement Rate, vertical to 5x. Ki cost for the landing-impact attack from Level 4 drops to 0.

Adders:

Limiters:

Marked for the Hunt

After you mark your target, the hunt runs itself. A part of your consciousness and awareness stays fixated on them no matter where they go. Hiding becomes more difficult. Escape is no longer a certainty. Every encounter with your quarry is a step towards the inevitable end.

Level Effect
1 Spend 1 Ki to mark a target you can currently see. For as long as the mark lasts (a Scene, renewable), you always know their rough direction and gain Advantage on any roll made to track or locate them specifically.
2 Gain Advantage on any roll made directly against your marked target: an attack, a contested Skill use, anything aimed at them specifically.
3 Your marked target’s attempts to hide, disguise themselves, or evade you specifically are at Disadvantage. You also gain Advantage to avoid being Surprised by them.
4 The mark no longer needs renewing: it holds until the target is dealt with or you choose to release it, not just for a Scene.
5 Spend 1 Ki to pinpoint your marked target’s exact location right now, regardless of concealment, Stealth, Invisibility, or other means of hiding (short of a Gift specifically built to counter this, GM’s call).

Adders:

Limiters:

Martial Artist

The cliche is that your hands are deadly weapons. Sometimes, cliches are true. Years of training and study have turned every punch and kick into deadly blows. Training has taught you to read your opponent and anticipate their attack before it lands. You know when to strike, when to yield and when to obstruct for maximum effectiveness.

Level Effect
1 Your unarmed strikes deal 2 Damage (up from the baseline 1), resolved with the same per-die-vs-Soak mechanic as a weapon. No Ki, no Gift Check. You also gain Guard: as your action, forgo attacking to brace instead, gaining +2 Soak until the start of your next turn.
2 Unarmed Damage rises to 3, matching a Knife or Handgun. Guard’s bonus rises to +3.
3 Unarmed Damage rises to 4, matching a Sword or Rifle. Guard’s bonus rises to +4. Spend 1 Ki on a successful unarmed hit to stagger the target, imposing Disadvantage on their next roll before the end of their next turn.
4 Guard can now be held as a Fast action, usable reactively - even outside your own turn, once per round - instead of only on your own turn.
5 Unarmed Damage rises to 5, matching a Two-handed sword or Heavy weapon - your bare hands hit as hard as anything on the weapon table. Guard’s bonus rises to +5. The stagger effect (Level 3) no longer costs Ki.

Adders:

Limiters:

Memory Manipulation

Memories are stories that your mind whispers to itself. You’ve learned how to step in and rewrite the script. You can edit what is remembered - removing things remembered and adding events that never happened. These altered memories feel as real as the original.

Level Effect
1 Requires touch. Spend 1 Ki; make the standard to-hit roll (Air vs. their Mental Defense). On success, roll 1 + half your Psyche dice per-die against their Psyche wall - a connecting die erases one specific, recent memory (something from the last few minutes: a name overheard, a face seen, this exact encounter).
2 Dice rise to 2 + half your Psyche. You may implant a simple false memory in place of the erased one, instead of leaving a blank.
3 Dice rise to 3 + half your Psyche. Range extends to Close, touch no longer required. You can now target older, more significant memories, not just recent ones.
4 No to-hit roll required anymore - it simply rolls 4 + half your Psyche dice per-die against the target’s Psyche wall directly.
5 Dice rise to 5 + half your Psyche, still no to-hit roll. Once per Scene, an edit also scrubs any physical evidence of your involvement from the target’s immediate perception - footage glitches, notes stop making sense to them, whatever would otherwise contradict the new memory.

Adders:

Limiters:

Necromancy

Death isn’t the end of the story. In your hands, it is the beginning for some. You have learned to reach across the veil and bring the dead back to do your bidding. The dead rise as things of bone, spirit or rotting flesh. They are obedient, but utterly removed from who they once were.

Chosen once, at creation, purely cosmetic: the form your raised dead take (bone constructs, wrapped corpses, spectral soldiers, whatever fits the way you do this).

Level Effect
1 Raise the Dead: spend 1 Ki as a Slow action to raise up to 2 skeletal thralls from nearby remains. Each has Soak 1, Defense 5, Health Levels 2, your own Movement Rate, and a natural-weapon Attack of 1d10 (resolved per-die vs. Soak, same mechanic as any weapon). They act immediately after you in the turn order, taking a Fast or Normal action each round (never Slow), and have no Skills or Gifts of their own. They understand commands of one or two words - guard, kill him, follow - and nothing more complex; anything needing a condition, a sequence, or a judgement call is beyond them. They last until destroyed or dismissed. Necrotic Touch: as a Normal action, make a Physical attack (Attribute vs. Defense, as usual) dealing 1 + half your Ferocity vs. Soak - each connecting die heals you 1 Health Level (never past your maximum), drawing their vitality straight into your own.
2 Raise up to 3 thralls at once. Necrotic Touch’s dice rise to 2 + half your Ferocity.
3 Raise up to 4 thralls at once, and each one’s Attack rises to 2d10. Necrotic Touch’s dice rise to 3 + half your Ferocity.
4 Raise up to 5 thralls at once. Necrotic Touch’s dice rise to 4 + half your Ferocity. Wither: spend 1 Ki on a successful Necrotic Touch hit to also impose Disadvantage on the target’s next roll, their strength visibly sapped.
5 Necrotic Touch’s dice rise to 5 + half your Ferocity. Once per Scene, spend 2 Ki to unleash Legion’s Toll: every thrall you currently command instantly unravels into a burst of necrotic force, each one making one last Attack roll against everyone within Melee range of it, then all are destroyed.

Adders:

Limiters:

Oathbinder

A deal is a deal. Your word is as good as a bond. In fact - it is a bond. Something in the exchange gives the oath serious weight. People break their word constantly, but they find that they can’t really do that with you.

Level Effect
1 A promise made to you in earnest sticks. Anyone who breaks one is at Disadvantage on their next roll, shaken by having done it. No Ki, no Gift Check - it simply happens.
2 You can bind an oath deliberately. The terms are stated aloud, both parties agree, and you spend 1 Ki. When the sworn party tries to act against it, they roll Atropos + Difficulty to go through with it; failure means they cannot bring themselves to act against it for the rest of the Scene.
3 You know the moment a bound oath is broken, and roughly where the oathbreaker is. Their roll to act against a bound oath is now made at Disadvantage.
4 A single oath can bind more than one person - everyone who assents to the terms is bound by them. The swearing no longer has to happen face to face; a voice down a phone line binds as well as one across a table.
5 A bound oath is, for all practical purposes, unbreakable. Any attempt to act against it automatically fails, no roll needed.

Adders:

Limiters:

Onslaught

You have one answer in every situation - hit it. Whether that means attacking with a fist, a blade, a claw or something stranger is up to you. The shape of the attack is irrelevant. What matters is the force behind it and delivering it over and over again until whatever stands in your way stops standing.

Your one way of hurting people at arm’s length is chosen at creation, and described however you like. The rules don’t read the description.

You are choosing a picture, not a mechanic. The description is yours and it changes nothing. A forearm blade, a fist and a dagger all roll the same dice against the same wall. Pick whichever one you would rather say out loud when it lands.

What the rules read is always the same. A Physical attack at Melee range. The to-hit is a straight Attribute-vs-Defense roll using whichever Element fits how you are going about it, the same as swinging a bat. The dice resolve one at a time against Soak, and a connecting die costs a Health Level. Every swing costs 1 Ki, and there is never a Gift Check. What the Levels buy is dice, Level plus half your Ferocity, and that is the whole Gift.

This is not a Signature Move. A Move is built: you pick an attack source and a wall and they don’t have to match, which is how a scream ends up breaking composure. Onslaught picks nothing. It is the plain version, for a character whose answer to a problem at arm’s length is to hit it until it stops. If you want the strange version, build a Move.

Level Effect
1 Spend 1 Ki to attack anything in Melee range for 1 + half your Ferocity dice, resolved per-die against Soak like any weapon. No Gift Check, at this or any Level.
2 2 + half your Ferocity dice.
3 3 + half your Ferocity dice.
4 4 + half your Ferocity dice.
5 5 + half your Ferocity dice.

Adders:

Limiters:

Peripheral

You don’t disappear. You don’t need to. People just overlook you. Eyes pass over you and attention just drifts away. Time spent with you quickly becomes clouded and difficult to remember, as if you were nothing more than a dream.

Level Effect
1 Activating is a Fast action and triggers a Gift Check - success free, failure costs 1 Ki, the effect happens either way. You decide who it works on: anyone, everyone, or everyone but the people you name. You can change your mind as a Fast action. For the rest of the Scene, anyone it’s working on who isn’t already actively focused on you must beat a Perception + Difficulty roll to notice what you’re doing, and even on a success, they’re at Disadvantage recalling details about you afterward.
2 Anyone who briefly loses sight of you (you leave a room, turn a corner, get lost in a crowd) forgets they saw you at all within a few minutes, unless something jogs their memory.
3 The effect now holds even mid-conversation - if you go quiet or step back, people naturally lose their conversational thread about you and move on, without it feeling unnatural to them.
4 You may extend the effect to one other person you’re touching, bringing them into your own obscurity for as long as contact holds.
5 Once per Scene, spend 1 Ki to retroactively erase yourself from the last few minutes of everyone present’s memory - as far as they can recall, you were never part of what just happened.

Adders:

Limiters:

Possession

Why keep your mind anchored in your meat suit when you can wear someone else’s? You can force your way into another person’s mind. When you do, it pushes their mind aside and you take the pilot seat. Their body is yours for the duration while your body lies empty, waiting for you to return.

This Gift always costs Ki, at every Level - there is no mastery discount to free.

Level Effect
1 Requires touch. Spend 1 Ki and roll 1 + half your Psyche dice per-die against the target’s Psyche wall - a connecting die lets you possess their body for the rest of the scene. Your own body goes limp and undefended while you’re away.
2 Dice rise to 2 + half your Psyche. Touch is no longer required - possession can be attempted at Close range.
3 Dice rise to 3 + half your Psyche. Range extends to Near. Possession duration becomes indefinite - lasting until you choose to return or are forcibly expelled, not capped at a scene.
4 Dice rise to 4 + half your Psyche. Range extends to Far. While possessing, you gain full access to the host’s Skills, Boons, and other Gifts, using their body’s full capability as your own.
5 Dice rise to 5 + half your Psyche. You may possess a new target instantly, snapping from one host directly into another without returning to your own body first, so long as you can make eye contact with the new target.

As with any Mental attack, additional Ki Infusion (1 Ki per die) can push individual dice further by adding your own Psyche, per the usual rule.

Adders:

Limiters:

Precognition

The future doesn’t arrive at the same time for everyone. For you - it leaks through in flashes and snippets, sudden clarity and a moment you haven’t experienced yet. You can see what is coming and read the warnings of what is yet to happen.

Level Effect
1 Passive and involuntary - at a dramatically appropriate moment (GM’s call), you receive a brief precognitive flash: a warning, a fragment of the near future. No roll, no action, purely a narrative tool the GM wields on your behalf.
2 Once per scene, you may actively reach for a flash: roll Moira + Difficulty to get a vague impression of the likely outcome of a specific decision or action you’re considering.
3 Spend 1 Ki, when you’ve foreseen an attack coming, to gain Advantage on your defense against it - foreknowledge translated into a real combat edge.
4 Active foresight (Level 2) sharpens from a vague impression into a clearer vision, and can now reach further out - not just the immediate next moment, but a meaningful stretch of near future.
5 Passive flashes (Level 1) can now surface any time danger is coming, not just when the GM chooses to grant one - you’re rarely blindsided anymore. Ki cost from Level 3 drops to 0.

Adders:

Limiters:

Protocol

You didn’t write the social contract, but you can enforce it. You establish the rules and those around you follow them. Those under your sway follow the rules because breaking them just feels wrong. They may even come to resent those who refuse to follow them.

Level Effect
1 Requires the target to perceive you. Spend 1 Ki; make the standard to-hit roll (Fire vs. their Social Defense). On success, roll 1 + half your Presence dice per-die against their Presence wall - a connecting die binds them to one simple rule of conduct you declare (“don’t raise your voice,” “don’t lie to me,” “don’t draw a weapon”) for the rest of the Scene. Breaking the rule costs them Disadvantage on the roll that breaks it.
2 Dice rise to 2 + half your Presence. You may declare up to two rules at once on the same target.
3 Dice rise to 3 + half your Presence. You may bind up to two targets at once, each resolved individually against their own Presence wall and their own rule set.
4 No to-hit roll required anymore - it simply rolls 4 + half your Presence dice per-die against each target’s Presence wall directly. Up to three targets at once, each able to hold up to three rules.
5 Dice rise to 5 + half your Presence, still no to-hit roll needed. Up to five targets at once. Duration extends to a full Day instead of just the Scene.

Ki Infusion still applies on top, same as any Social attack.

Adders:

Limiters:

Psychokinesis / Telekinesis

You don’t need your hands to lift, throw, pin or crush anything within reach of your will. Things move because you will them to. With enough force, even another person can be moved simply because you want them to.

Level Effect
1 Spend 1 Ki to apply your Potence rating (both the flat carry/break give and the contested forcing dice pool) to an object within Close range, no touch required. Initiating is a Normal action; holding or moving something across subsequent rounds takes a Fast action each round to maintain concentration.
2 Range extends to Near. You can also perform simple fine manipulation at range (turn a key, flip a switch, thread a needle) with no roll.
3 Range extends to Far. You can hurl an object you’re gripping at a target as an attack: roll your Potence dice per-die vs. the target’s Soak, same shape as a thrown weapon. Ki cost stays 1.
4 You can grip and move several objects at once (up to a handful), or grip a person directly to restrain or reposition them (contested against their Potence or Soak, GM’s call). Ki cost rises to 2.
5 Maintaining a telekinetic grip no longer requires concentration once per Scene, and the mass you can grip doubles beyond your normal Potence carrying capacity. Ki cost from Level 1 drops to 0.

Adders:

Limiters:

Psychometry

Objects have a memory. A sword remembers who used it. A ring recalls the years it spent on the C.E.O.’s finger. Touch something and fragments of its history rush into your mind. Faces, emotions, places, and events are all imprinted within mundane items. You do not get to choose which parts.

Direct touch is required at every Level - there is no remote version of this Gift.

Level Effect
1 Touch an object and roll Moira + Difficulty. Ask 1 question about its most significant recent history - the answer comes as a vague impression, a flash of emotion or sense-memory. No Ki, no Gift Check.
2 Ask up to 2 questions. Answers now come as a clearer scene rather than a flash, and can reach further back into the object’s history, not just its most recent moments.
3 Ask up to 3 questions. Spend 1 Ki per question to push that answer into a detailed, near-immersive vision instead of a scene - faces, words, real specifics.
4 Ask up to 4 questions. Detailed visions (Level 3) can now identify specific people and approximate dates, and reach centuries back if the object is old enough to hold it.
5 Ask up to 5 questions. A touch can now reconstruct a brief sequence of the object’s major moments rather than one isolated scene. Ki cost for a detailed vision drops to 0.

Adders:

Limiters:

Regeneration

You get knocked down, but you get up again. And again. And again. Your body refuses to be broken. Wounds close while you watch and injuries that should leave you permanently broken are only temporary setbacks. Given enough time - damage that should be irreversible will heal.

Level Effect
1 While resting (not fighting or exerting), recover 1 Health Level per Scene of rest.
2 Passive recovery rate improves to 1 Health Level per Minute of rest.
3 Spend 1 Ki to instantly recover 1 Health Level at any time, even mid-combat - usable once per Round.
4 Passive recovery improves further to 1 Health Level per Round of dedicated rest (near-instant between exchanges). The Ki-spend combat heal from Level 3 can now be used twice per Round.
5 Given a full Day of rest, you can recover from even normally-permanent harm - a lost limb, lasting disfigurement. Ki cost for the combat heal drops to 0.

Additionally, given rest each Day, you can heal away a Physical scar entirely, on yourself only, in Days equal to how far below 0 your Health went. Regeneration never touches a Mental or Social scar.

Adders:

Limiters:

Restoration

Minds break the way bodies do, and some of them can be set. You reach the part of a person that stopped holding together - the panic, the lost hours, the thing they can’t stop seeing - and you put it back where it goes. It doesn’t make them forget. It makes them able to carry it.

This Gift always costs Ki, at every Level. There is no mastery discount to free.

Level Effect
1 Touch a willing or Shattered target and spend 1 Ki to instantly restore 1 Sanity Level. Usable once per Round. No Gift Check.
2 The same touch and Ki spend can instead restore 1 Poise, or clear Overwhelmed or Distracted.
3 Restores 2 Levels per use instead of 1. Touch is no longer required, range extends to Close.
4 Reaches what was done to a mind on purpose: the same use can end domination, possession or enthrallment, or restore a memory erased or rewritten by a Gift. Ki cost for these rises to 2. Corruption is beyond it - it’s its own thing.
5 Given a full Day of dedicated care and 3 Ki, you can restore what a mind has lost for good: memories taken by injury, illness or age, a self worn away.

Additionally, given dedicated time each Day, you can heal away a Mental scar entirely, on yourself or someone else, in Days equal to how far below 0 their Sanity went. Restoration never touches a Physical or Social scar.

Adders:

Limiters:

Salvo

When you absolutely, positively have to deal damage at range, this is how you do it. You send something across the intervening space - a bullet, a shard of ice, an energy blast or something that has no physical presence at all - and it hurts. A lot. You decide what the attack is, how it looks and how it reaches its target.

What crosses the gap is chosen at creation, and described however you like. The rules don’t read the description.

You are choosing a picture, not a mechanic. What you throw, fire, project or simply will across the room is yours to describe and changes nothing. It is the same dice against the same wall either way.

What the rules read is always the same. One target, a Physical attack out to Far range, at every Level. The to-hit is a straight Attribute-vs-Defense roll with whichever Element fits the approach. The dice resolve one at a time against Soak and a connecting die costs a Health Level. Every shot costs 1 Ki, and there is never a Gift Check. What the Levels buy is dice, Level plus half your Ferocity, and that is the whole Gift.

This is not a Signature Move. A Move is built to be strange. Salvo is the one you take when you want to shoot something.

Level Effect
1 Spend 1 Ki to attack one target out to Far range for 1 + half your Ferocity dice, resolved per-die against Soak like any weapon. No Gift Check, at this or any Level.
2 2 + half your Ferocity dice.
3 3 + half your Ferocity dice.
4 4 + half your Ferocity dice.
5 5 + half your Ferocity dice.

Adders:

Limiters:

Sanctuary

You can put a person out of reach. Not behind a wall - anyone could still swing at them - but past the point where anyone wants to. Hands falter, aim drifts, the shot goes wide. At its height, a place you ward becomes somewhere violence has to pay to start.

This Gift always costs Ki, at every Level.

Level Effect
1 Touch a willing target, yourself included, and spend 1 Ki as a Slow action to ward them until the end of the Scene. Anyone who tries to make a Physical attack on them must first roll Air + Difficulty 5. On a failure the attack goes to another target of the attacker’s choice, or is lost. The ward doesn’t stop harm that isn’t aimed at them - a blast, a fire, a falling roof. It ends at once if the warded person attacks anyone.
2 Range extends to Close, touch no longer required. The roll to attack drops to Air + Difficulty 4.
3 Ward up to 3 people with the same Slow action and 1 Ki each. The roll drops to Air + Difficulty 3. A warded person who attacks ends only their own ward.
4 Ward a place: the space you’re in, out to Close, for 3 Ki. Everyone inside is warded while they stay inside, at Air + Difficulty 2. It lasts until the end of the Scene or until you leave it.
5 The warded place becomes a true sanctuary, out to Near, until the next sunrise. There’s no roll: anyone who wants to start violence inside it spends 1 Ki first, once, and then fights as normal. Someone with no Ki can’t start it at all. Anyone already attacked inside can answer without paying.

Adders:

Limiters:

Shapeshift

Your body is not fixed in form. Your skin, bone, muscle, and voice ripple and flow into new configurations. You can become almost anything you can imagine. You can wear another person’s face, slip into the form of an animal like changing your clothes, or even become an inanimate object.

Level Effect
1 Is a Slow action and triggers a Gift Check - success free, failure costs 1 Ki, the transformation happens either way. Transform into a generic member of a broad category you’ve seen examples of (a dog, a police officer, a teenage boy) - not a specific individual. Appearance only, no voice. Undetectable unless an observer has specific reason to doubt it, in which case they may roll Insight + Difficulty to see through it.
2 Mimicry now includes voice as well as appearance.
3 You may now mimic a specific individual - a particular person or animal you’ve seen in real detail - or a specific inanimate object, instead of just a generic category.
4 You no longer need to have seen the specific target in person - a detailed photo or description is enough. You also pick up minor functional traits where it makes sense - their exact fingerprint or biometric signature (fooling biometric scanners).
5 The mimicry becomes undetectable even under close technical scrutiny, and lasts indefinitely until you choose to change back - no more Gift Check required to maintain it.

Adders:

Limiters:

Signature Move

Every seasoned fighter, mystic or gifted soul eventually develops something that is theirs - a technique, a maneuver, a flourish nobody taught them and nobody else does quite the same way. It has a name, whether or not you are the one who named it.

You can have more than one. Signature Move is bought per Move: each one is its own purchase, with its own Levels at the usual 3 points apiece, and each gets a name. Two Level 3 Moves cost 18 points, the same as any other 18 points of Gift. Nothing stops a character carrying three, beyond the size of the pool.

Each Move is defined once, at creation: whether it is primarily an attack or a non-damaging effect. If it’s an attack, you make two separate choices - and they don’t have to match.

The attack source. Ferocity, Presence or Psyche - the sub-stat that powers the Move. This is what you add to a die when you spend Ki to infuse it, and it’s the part that says what the Move is about you: raw aggression, sheer force of personality, or a mind that pushes.

The wall it resolves against. Soak, Presence or Psyche - what the dice are rolled against, one at a time, and what decides the cost. A die through Soak costs a Health Level. Through Presence, a Poise. Through Psyche, a Sanity.

Most Moves pair the obvious way. They don’t have to, and the interesting ones don’t.

A Presence Move resolved against Soak is a beam of pure personal force that knocks people down - you aren’t talking anyone into anything, you’re bringing enough of yourself to bear that it lands like a hit. A Ferocity Move against Presence is a scream that breaks composure instead of bone. A Psyche Move against Soak is a stare that stops a heart.

The wall you pick also picks your to-hit target, because there are three Defenses and each answers one kind of attack. A Move resolving against Soak rolls against Physical Defense, one against Presence rolls against Social Defense, one against Psyche rolls against Mental Defense. What stays yours either way is the Element - picked by how you’re going about it, the same as any other attack. And it never changes what a connecting die costs - the wall decides that, always. Flavor the Move however you like; the wall is what the rules read.

Level Effect
1 If an attack: deals 1 + half your attack sub-stat vs the target’s chosen wall. If non-damaging: produces one small, clearly-bounded effect (GM approval on scope). Using it is a Fast action. No Ki cost, no Gift Check.
2 Damage rises to 2 + half your attack sub-stat (if an attack); the non-damaging effect’s scope widens (still GM-approved, but a real step up from Level 1). Using the Move now costs 1 Ki, in addition to the Fast action - that Ki spend is what bakes in one minor secondary effect layered onto the base Move (a small knockback, a brief off-balance status, a minor debuff).
3 Damage rises to 3 + half your attack sub-stat. Range extends from Melee to Close (Levels 1-2 were Melee-only). The secondary effect from Level 2 upgrades to a moderate tier (a real knockdown, a genuine debuff, a short status lock, rather than just “brief”). Still 1 Ki per use.
4 Damage rises to 4 + half your attack sub-stat. Range extends to Near. The secondary effect upgrades to a major tier (a real status condition, a significant forced reposition, a debuff with teeth). Ki cost rises to 2 per use.
5 Damage rises to 5 + half your attack sub-stat. Range extends to Far. The secondary effect reaches its full, signature-defining scope (GM-approved - a finishing blow, a reality-bending flourish, whatever fits the Move you built). Ki cost rises to 3 per use.

Adders:

Limiters:

Size Change

Humans tend to exist on a specific scale. For you - that scale is just a recommendation. You can grow to enormous size, shrink to minuscule proportions, or stretch parts of yourself beyond normal limits. Size is just a tool for you.

Level Effect
1 Each use, choose one: grow or shrink your whole body by roughly half again your normal height in either direction, or stretch a single limb to extend your reach out to Close range instead of Melee. Is a Fast action. No Ki, no Gift Check.
2 The size swing doubles - grow or shrink up to double your normal height in either direction, or stretch your reach out to Near range. Still just a Fast action, no Ki, no Gift Check.
3 The size swing triples, or reach extends to Far. Activating now costs 1 Ki. While enlarged, gain +2 Soak; while shrunk, attacks made against you are at Disadvantage - you’re a much harder target to land a hit on.
4 While enlarged, Soak rises to +4 and you gain +2 Ferocity - sheer mass hits harder. While shrunk, attacks against you remain at Disadvantage, and you gain Advantage on Stealth-related rolls - small enough to go unnoticed in the right circumstances. Ki cost rises to 2.
5 While enlarged, Soak rises to +6 and Ferocity to +4 - titanic scale, capable of breaking through walls and toppling structures underfoot (GM-adjudicated environmental interaction). While shrunk, you become undetectable to anything not specifically searching for you at that scale - full immunity to being noticed by chance alone. Ki cost rises to 3.

Adders:

Limiters:

Super-Strength

You can produce force far beyond what your muscles should be able to produce. You can punch, lift and throw with improbable strength, harnessing raw physical power to ignore the normal limits of flesh, bone and leverage.

Level Effect
1 Treat your Potence as 2 higher for Carrying Capacity and Break Threshold only. No Ki, no Gift Check.
2 The bonus also applies to the contested dice pool - roll as if your Potence were 2 higher when forcing, breaking, or moving something actively resisting.
3 Spend 1 Ki on a successful Physical attack to add your Potence to that attack die, on top of Ferocity - the boosted die becomes d10 + Ferocity + Potence vs. Soak, for the same 1 Ki spend Ki Infusion already costs.
4 The Potence bonus from Levels 1-2 rises to 4. The boosted attack (Level 3) can also send the target flying, a forced reposition one Range Band, on top of the damage.
5 The Potence bonus rises to 6. Once per Scene, unleash a GM-approved capstone feat sized to the moment: overturning a vehicle, collapsing a wall, holding a structure up long enough for others to escape. Ki cost for the boosted attack drops to 0.

Adders:

Limiters:

Swarm

You cease to be a single entity, scattering into a living cloud of many constituent living things. Each of them is bound to the others - moving with a single mind. Cracks become doorways and barriers become nothing more than inconvenience.

What you come apart into - a cloud of insects, a flock of bats, a swirl of micro-drones, something else - is chosen at creation.

The double-damage vulnerability to area attacks while swarmed never goes away, at any Level.

Level Effect
1 Spend 1 Ki; is a Slow action to break apart into your swarm form (a cloud of bugs, bats, drones, whatever fits). While swarmed, immune to single-target Physical attacks (they connect with mostly empty space), but any attack that hits an area instead deals double dice. You can flow through any gap large enough for a single one of your components (a crack under a door, a vent). Lasts up to a Minute. Reforming is a Normal action.
2 Duration extends to a Scene. Breaking apart is now a Normal action.
3 Breaking apart is now a Fast action. While swarmed, spend 1 Ki to spread out across Close range instead of staying roughly person-shaped, letting you watch or listen from many points at once, or make a single Physical attack (per-die vs. Soak) against everyone in that range simultaneously.
4 Spread range extends to Near.
5 Spread range extends to Far. Ki cost for spreading out and attacking (Level 3) drops to 0.

Adders:

Limiters:

Technokinesis

Machines speak their own language, and you are fluent in it. Electronics respond to you like you are one of their own - acting as an extension of your own hands. You can sense, access, alter and eventually command technology in ways that defy understanding.

Level Effect
1 Active electronics within Close range register at the edge of your awareness: a phone buzzing in a pocket, a camera panning, a server humming behind a wall. No roll, no Ki.
2 Touch a simple device (a lock, a lightswitch, a basic terminal) and roll Air + Difficulty to make it answer to you directly, no cable, no login. Costs a Normal action.
3 Range extends to Close, no touch required. Spend 1 Ki to reach a straightforward device or system (a camera, a door, a simple network) from a distance.
4 Range extends to Near. A complex networked system stops being a wall of code and becomes a space you can navigate and rewrite in real time. Ki cost rises to 2.
5 Range extends to Far. An entire building’s systems, a fleet of devices, a whole network: scale stops being a limit, all of it yours to command at once. Ki cost from Level 3 drops to 0.

Adders:

Limiters:

Telepathy/Empathy

Other people’s minds are an open book to you. You can hear thoughts they haven’t spoken, read the emotions below their expressions, and eventually establish a direct connection between minds. Intuition eventually becomes access to another person’s inner world.

Level Effect
1 Against a target actively resisting, spend 1 Ki to force the read as a genuine Mental attack - 1 + half your Psyche dice per-die against their Psyche wall, breaching to their surface thoughts on a connecting die. Otherwise, roll Air + Difficulty to read someone’s general emotional state - fear, anger, deception, attraction, whatever’s closest to the surface - requires them to be within Close range and perceivable to you. Success reveals the surface emotion; no specific thoughts, just the feeling underneath. No Ki, no Gift Check.
2 Range extends to Near. The forced read rises to 2 + half your Psyche dice. You can now read surface, unguarded thoughts as well as emotions - still resolved as Air + Difficulty; a target actively resisting simply raises the Difficulty (GM’s call), not yet a contested roll.
3 Range extends to Far. The forced read rises to 3 + half your Psyche dice.
4 The forced read strengthens to 4 + half your Psyche. You can now project your own thoughts into a target’s mind as well as read theirs - a genuine two-way telepathic link. For a willing or aware participant, this works at Line of Sight (as far as you can see them, not bound by the normal Range Bands). Forcing a read on an unwilling target (the Level 1 Mental attack) is capped at Near. Forced reads can now dig into deeper memories and guarded secrets, not just surface thoughts. Ki cost for forced reads stays 1.
5 The forced read rises to 5 + half your Psyche dice, and its range extends back out to Far. Additionally, once you’ve established a genuine two-way link with someone (even briefly), you retain a limited telepathic connection to them indefinitely afterward - no range limit at all, a permanent bond once formed. Ki cost for forced reads drops to 0.

Adders:

Limiters:

Teleport / Dimensional Portal

The distance between spaces doesn’t matter to you. You simply stop being at point A and start existing at point B. Walls, distance and even the boundaries between worlds become irrelevant as you flicker across space or rip open a gate through it.

Level Effect
1 Blink instantly to anywhere within line of sight, no matter the distance. Is a Fast action, and costs 1 Ki. No Gift Check.
2 You can also blink to a place you’ve personally visited before, even without current line of sight, so long as you can clearly picture it.
3 Blinking now works for a place you’ve only seen in vivid detail (a photo, a thorough description) rather than requiring you to have been there yourself. Doing so requires a Gift Check: failure still moves you, but you land somewhere within sight of the intended spot instead of precisely on it.
4 You can bring one other person along, if you’re touching them, at no extra cost. Instead of blinking, you may tear a portal: a stable rift lasting up to a Minute, letting others step through it in both directions. Opening a portal is a Slow action and triggers a Gift Check.
5 The portal can connect to a different plane of existence entirely, not just another point in your own world, so long as you have some way of pointing it there: an object, a description, a name, GM’s call on fit. Ki cost for the Level 3 detail-only blink drops to 0.

Adders:

Limiters:

Threadspace

Just outside ordinary space is a place that belongs to you and you alone: a space you have carved into the Fray. It starts as a pocket you can stow a couple of things in. Eventually it’s a private refuge, shaped and furnished however you choose, and at its height a way home from anywhere.

How it works.

Level Effect
1 Stash or retrieve a handful of small objects (anything that fits in two hands) through the fold. A Fast action. No Ki, no Gift Check.
2 The fold grows to a closet’s worth of space. You can store considerably more, and duck inside yourself to hide for up to 5 Minutes.
3 The fold becomes a genuine room behind its own door, big enough to live in and furnish however you like. Up to an Hour inside.
4 The room expands into a full dwelling of your own design, as many rooms as you want, furnished and stocked however you like, and you can bring others through the door as guests. Up to a Day inside.
5 You can hold two doors into the same Threadspace open at once, linking those two real points for as long as both stay open: in through one, out the other. Within one Scene the second door opens where you are, like any door. Beyond that, at any distance, it can only open on your prepared door. Up to a Week inside, and opening a door no longer needs a Gift Check.

A prepared door is a real door, frame or arch at a place you know intimately: somewhere you’ve spent a Month of your life, or less if the GM agrees it matters enough. Preparing it takes a full Day of dedicated work there and 3 Ki. You can have one at a time, and preparing another unmakes the first. It stays prepared until it’s destroyed, and then the way home is gone.

Adders:

Limiters:

Transmutation

Matter is just an arrangement of atoms. You can break it apart and build it into something else. Shaping stone into walls, scrap into weapons or raw materials into something functional are all child’s play. You can’t create mass from nothing - nothing is created or destroyed - just rearranged according to your will.

Chosen once, at creation: how you perform the ritual that triggers this Gift, tracing a circle, speaking a precise chant, or simply focusing in silence. The mechanics stay the same regardless of flavor.

This Gift always costs Ki, at every Level. There is no mastery discount to free. This Gift cannot create or restore living matter, and cannot resurrect the dead: equivalent exchange has never once made that trade work.

Level Effect
1 Touch a quantity of raw or simple material (up to roughly what you could carry) and spend 1 Ki, then roll Moira + Difficulty to break it down and reconstruct it into a different simple object of equivalent mass and similar composition (loose stone into a crude wall, wood into a simple tool). Performing the ritual is a Slow action; the transmutation itself is instant once triggered.
2 The output can now be meaningfully more complex than the input (raw ore into a working blade, rubble into a fitted brick wall), still equivalent mass. The ritual is now only a Normal action. Ki cost rises to 2.
3 You can change a material’s basic composition, not just its shape (wood into iron, sand into glass). Affected mass roughly doubles. Ki cost rises to 3. A Gift Check applies on especially large or precise jobs, GM’s call.
4 The ritual is now only a Fast action. Affected mass roughly doubles again. Ki cost rises to 4.
5 Affected mass reaches building scale, and you can transmute functioning mechanisms, not just static shapes (a working weapon, a piece of armor, a simple machine), so long as the raw material and mass are sufficient. Ki cost rises to 5.

Adders:

Limiters:

Unburdened

You know what your body is supposed to need, but you decided to tell it no. Heat, cold, thirst, hunger, exhaustion, pain and even the need to breathe are just signals that you can turn off. You can keep going long after an ordinary person would have collapsed. Survival limits are now little more than an inconvenience.

Level Effect
1 Hold your breath for a Minute. Hunger, thirst, and sleep needs stretch to roughly a Day between requirements instead of daily. No roll, no Ki, passive.
2 Hold your breath for a full Scene. Hunger, thirst, and sleep needs stretch to roughly a Month.
3 Spend 1 Ki to stop needing air, food, water, or sleep entirely for a full Day: underwater, in a sealed room, in smoke too thick to breathe, wide awake through what should be an exhausting stretch.
4 The Level 3 immunity extends to extreme conditions too (vacuum-adjacent cold, crushing pressure, lethal air), and now lasts a full Month instead of a Day.
5 Air, food, water, sleep, and extreme temperature all stop being requirements, permanently, no Ki needed, no Level 3 spend required anymore.

Adders:

Limiters:

Undying Vigor

Poison, disease, the passing of time… Your body refuses to succumb to these things. You can be killed. You can be broken, bleed and die - but you won’t die from natural causes. Sickness, age and decay will not be what ends you.

Purging a poison or disease (Level 3+) always costs Ki. There is no mastery discount to free.

Level Effect
1 Advantage on any roll to resist poison. Immune outright to ordinary disease. No Ki, no Gift Check.
2 Advantage extends to serious, dangerous poisons and illnesses too, not just minor ones.
3 Spend 1 Ki to purge an active poison or disease from your system outright, on command, no roll needed.
4 You stop aging entirely, natural or accelerated. Immunity to poison and disease upgrades from Advantage to outright, even against exotic toxins and genuine plagues.
5 Full immunity to poison, disease, and aging of any origin, natural or supernatural. You can still be killed, violence, injury, and the like still work, you simply can’t be worn down or aged to death.

Adders:

Limiters: