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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. A character may stack as many different Limiters on a Gift as they want, but no combination can ever drop a Level’s cost below 1 point.

Because Limiters make the per-Level cost vary Gift to Gift, the 21-point pool won’t always divide evenly once limited and unlimited Gifts are mixed. Any Gifts Pool points left unspent for that reason convert into Discretionary points at 2:1 rather than being lost.

Resolution

No new stat governs Gifts. Using a Gift draws on tools that already exist elsewhere in the system:

None of these three apply automatically to every Gift or every level - each is a tool, used on a Gift-by-Gift, level-by-level basis as the specific effect calls for it.

Gift List

Alternate Form

[FLAGGED - not final. Menu and point costs may need rebalancing once played against the other Gifts. Revisit once the rest of the Gift list is built.]

The body is not a fixed thing, not for you. At will, you can shed your ordinary shape for another - a specific creature both mundane and impossible, a drift of mist, a living shadow, or some other secondary state, each granting capabilities your normal body could never manage. What the alternate form actually is - the creature, the state, the theme - is defined once, at creation, and stays consistent every time you take it.

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 the character’s 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 something in you that overrides their instincts - an inborn trust that lets you calm a spooked beast, understand what it’s trying to communicate, or ask it to act on your behalf, no leash or training required. Wild or domesticated, predator or prey, the connection holds the same.

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:

Berserker

Pain doesn’t slow you down, it feeds you. The worse it gets, the less anything but the fight in front of you matters.

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 2. 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 3.
3 Fury’s cap rises to 4, and its bonus 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 5. 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

Distance means nothing to your sight. Close your eyes and your awareness slips free of your body, drifting to a place you know or can picture - a room down the hall, a city across the world - letting you see and hear what’s happening there as if you stood in it yourself.

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:

Claws / Fangs

Your body carries its own weapon, grown in rather than picked up - retractable claws, elongated fangs, a natural blade of bone or chitin, whatever fits the concept. Always on hand, never disarmed, capable of dealing real, lasting wounds without a manufactured weapon anywhere in reach.

Chosen once, at creation: Always There (visible and permanent - can’t be hidden, but free to use) or Stowable (concealed until deployed, passes for ordinary at a glance - but each time you deploy and attack with them, it triggers a Gift Check, failure costing 1 Ki).

Level Effect
1 Your claws or fangs deal 2d10, resolved with the same per-die-vs-Soak mechanic as any weapon. Always available in Melee range - no action spent drawing or readying it. Always There costs nothing to use; Stowable triggers the Gift Check on each deployment.
2 Damage rises to 3d10.
3 Damage rises to 4d10. Additionally, you may spend 1 Ki on a successful hit to add a minor rending effect - the wound bleeds, imposing Disadvantage on the target’s next roll before it’s tended to or the scene ends.
4 Damage rises to 5d10. The rending effect intensifies - Disadvantage now persists on all of the target’s rolls until the wound is treated or the scene ends, not just their next one.
5 Damage rises to 6d10. The rending effect still costs 1 Ki per use. If Stowable was chosen, deploying your claws/fangs no longer triggers the Gift Check.

Adders:

Limiters:

Conjured Armory

Your weapon was never really in your hand, it was always somewhere else, waiting. A thought and a flicker of will is all it takes to bring it across.

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

Level Effect
1 Summon your signature weapon into your hand as a Fast action, no Ki cost. It deals its normal listed Damage and 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 The conjured weapon’s Damage rises +2 above its normal listed rating, capped at the system’s usual 10.
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 The Damage bonus (Level 3) rises to +4 above the weapon’s normal rating, still capped at 10. 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

Watch someone closely enough, and what makes them exceptional becomes yours to borrow, just for a while. Not their body, whatever it is that actually makes the trick work.

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

Flesh gave way to hardware, by choice or by necessity - a limb swapped for something stronger, a spine threaded with fiber-optic reflexes, an eye that sees past normal color. This isn’t magic and isn’t muscle; it’s engineering, built into your body and permanently online.

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:

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.
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.
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.

Adders:

Limiters:

Deadzone

Some people burn bright with what they can do. Around you, that light gutters. Step close enough and the impossible starts running dry: Gifts stutter, spells fail, whatever’s fueling someone else’s edge simply stops answering.

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

Your will can simply overwrite someone else’s, at least for a moment. Look them in the eye, speak with intent, and watch resistance crumble - a word becomes a command, and a command becomes obedience, so long as what you’re asking isn’t more than they can bear.

Level Effect
1 Requires eye contact. Spend 1 Ki and roll 2d10 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 3d10. 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 4d10. You may implant a delayed/triggered command - it stays dormant until a specific condition you set occurs, then executes automatically.
4 Dice rise to 5d10. 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 6d10. 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

You carry more allies than you can hold in your hands - a rack of interchangeable drones you deploy, direct, and occasionally ride shotgun inside, seeing through their sensors as if they were your own eyes.

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 for Full Barrage: every Combat-type drone you command fires at once, all their dice pooled into a single attack against one target.

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

  1. Combat: mounted weapon. Attack (Output Rating d10), resolved per-die vs. the target’s Soak, Presence, or Psyche as fits the attack.
  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 was never going to be enough. Split off a copy, then another, each one fully you, at least for a little while.

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

Raise a battle aura of your chosen element around your body. “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 the character’s concept. 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 1d10 vs their Soak.
2 Remove half of an incoming elemental attack’s dice (rounded down) before it resolves. Contact damage rises to 2d10.
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 3d10.
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 4d10. 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 5d10. 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

Some Gifts are one move, sharpened over time. This isn’t that. Pick a single domain, fire, darkness, gravity, time, the weather, the temperature of a room, even what people perceive as real, once, and every time you reach for it, you improvise something new: a barrier this time, a false sound the next, a small impossible convenience nobody else could manage. It won’t put anyone down directly. It changes the world around them instead.

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

Your body has crossed some threshold ordinary flesh shouldn’t be able to cross. Nerve, muscle, and reflex all fire faster than a human frame has any right to - fast enough that a full second of your action and thought can pass in what looks, to everyone else, like the blink of an eye. Whether it’s raw physical conditioning, a mutation, or something stranger, the result is the same: the world seems to slow down whenever you decide to move.

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 ×1.5.
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 ×2 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 ×3 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 ×5 for the rest of that turn.

Adders:

Limiters:

Enthrall

You don’t need to say a word to command a room’s attention - it simply happens, the way a candle flame draws every eye in a dark space. Awe, dread, magnetism, whatever the moment calls for, without ever asking anyone to do anything. They just can’t look away.

Level Effect
1 Requires the target to perceive you. Spend 1 Ki; make the standard to-hit roll (Fire vs. their Defense). On success, roll 2d10 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 3d10. 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 4d10. 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 5d10 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 6d10, 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 suggestion you’ve learned to decline. Whether it’s feathered wings, a contrail of raw thrust, or something stranger entirely, you can lift free of the ground and hold yourself aloft - starting as a controlled hover and building toward outrunning a jet fighter.

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

Not armor, not really, a barrier of pure will held taut around a body, or several. It doesn’t care what’s coming at it, only that it isn’t getting through.

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 both 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 both Body and Head 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

Given enough scrap, a workbench, and a spare few minutes, you can build almost anything - a device that shouldn’t be possible with the parts on hand, working exactly as intended the moment it’s finished. Not slow, careful engineering; a burst of inspired, borderline-supernatural craftsmanship that turns junk into function.

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. No Ki cost.
2 Build time drops to just a few minutes regardless of complexity. Gadgets can now have two functions instead of one, and may include a minor combat-relevant effect (a taser dealing 1d10, a personal shield granting +1 Soak, etc.) - combat-capable gadgets cost 1 Ki to build; pure-utility gadgets stay free.
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 3d10 damage or +3 to a defensive stat. Ki cost for combat-capable gadgets rises to 3.
5 Combat-relevant gadgets scale to 4d10 damage or +4 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

Consequences aren’t as fixed to their moment as they seem. You have a limited but real ability to make something bad wait its turn.

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

Where you press your hands, the wound remembers what it looked like before. Poison thins, fevers break, the body simply gets on with fixing itself under your touch, faster and further than it ever could alone.

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 a full Month of thorough, repeated application (regular dedicated sessions across that Month, GM’s call on frequency), you can heal away a below-zero Flaw-scar (Health, Sanity, or Poise - see Battle Scars) entirely, on someone else.

Adders:

Limiters:

Heightened Senses

Your senses reach further and cut sharper than anyone else’s - sounds from across a building, shapes in total darkness, details too small or too distant for ordinary eyes to ever resolve. 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

Your stance is a fact of the world, not a suggestion. Push, trip, knock back, or throw - none of it moves you unless you decide to move, your feet finding purchase no ordinary force should allow.

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

Your body loses its grip on solidity - flesh and bone thinning to something the world can no longer touch, letting you slip straight through a wall, a locked door, or an incoming blow as if none of it were really there.

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 (≈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

You fade from ordinary perception entirely - not hidden, not blended in, simply not there to be seen, heard, or sensed by anything short of genuine effort or supernatural means.

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 clears rooftops, ravines, whatever’s in the way.

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

Once you’ve marked someone, the hunt runs itself. Part of your attention stays fixed on them no matter what else you’re doing.

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

Years of discipline turned your body itself into the weapon. Where anyone else needs a blade in hand to be dangerous, your open-hand strikes carry the same weight - and the same training lets you read an incoming blow and turn your whole stance into a wall instead.

Level Effect
1 Your unarmed strikes deal 3 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 Soak equal to half your Unarmed Damage (round up - +2 at this Level) until the start of your next turn.
2 Unarmed Damage rises to 5, matching a Knife or Handgun. Guard’s bonus rises to +3.
3 Unarmed Damage rises to 7, 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 10, 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

A memory is just a story your mind keeps telling itself. You’ve learned to walk in and rewrite a page.

Level Effect
1 Requires touch. Spend 1 Ki; make the standard to-hit roll (Air vs. their Defense). On success, roll 2d10 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 3d10. You may implant a simple false memory in place of the erased one, instead of leaving a blank.
3 Dice rise to 4d10. 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 5d10 per-die against the target’s Psyche wall directly.
5 Dice rise to 6d10, 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 here, it’s a resource. You’ve learned to reach past the thread Atropos already cut and pull threadbare echoes back across it, binding them to your will and drawing on the vitality they left behind. What answers isn’t the person who died, just something obedient enough to fight and bleed for you.

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

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 last until destroyed or dismissed. Necrotic Touch: as a Normal action, make a Physical attack (Attribute vs. Defense, as usual) dealing 2d10 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 3d10.
3 Raise up to 4 thralls at once, and each one’s Attack rises to 2d10. Necrotic Touch’s dice rise to 4d10.
4 Raise up to 5 thralls at once. 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 6d10. 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:

Peripheral

You fade from notice and memory. Not literal invisibility - people can still see you if they look - but nothing about you holds their attention or sticks in their mind afterward.

Level Effect
1 Activating is a Fast action and triggers a Gift Check - success free, failure costs 1 Ki, the effect happens either way. For the rest of the Scene, anyone not 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

Beyond command, beyond obedience - you can push your own consciousness into someone else’s body outright, shoving them into the passenger seat while you take the wheel. Not persuasion. Occupation.

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 2d10 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 3d10. Touch is no longer required - possession can be attempted at Close range.
3 Dice rise to 4d10. 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 5d10. 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 6d10. 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

[FLAGGED - may be overpowered as written, especially Level 5’s “rarely blindsided” clause. Revisit once played.]

The future leaks through, uninvited and unclear - a flash of what’s about to happen, a half-second warning before the blow lands, a dream that turns out to have been true. You don’t control when it comes, only how well you’ve learned to listen when it does.

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 don’t issue one-off commands - that’s Domination’s territory. You set the rules everyone around you has to live by, for as long as your authority holds. A bound target doesn’t just personally obey - they genuinely want the rule followed, and bristle when they see anyone else break it too.

Level Effect
1 Requires the target to perceive you. Spend 1 Ki; make the standard to-hit roll (Fire vs. their Defense). On success, roll 2d10 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 3d10. You may declare up to two rules at once on the same target.
3 Dice rise to 4d10. 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 5d10 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 6d10, 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 hands. A thought is enough to lift, throw, pin, or crush anything within reach of your will.

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 remember. A blade recalls the hand that swung it, a ring the years it sat on someone’s finger, a knife the moment it drew blood. Touch something with intent and its history opens up to you - fragments of who held it, what happened around it, what it’s been through.

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

Your body refuses to stay broken. Wounds that would sideline anyone else for weeks close in minutes, and even grievous injury is, at worst, a temporary setback rather than a lasting cost.

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 a full Month of rest, you can heal away a below-zero Flaw-scar (Health, Sanity, or Poise - see Battle Scars) entirely, on yourself only.

Adders:

Limiters:

Shapeshift

Your body ripples and reforms like water finding a new shape - skin, bone, and voice shifting to convincingly become a specific person you’ve seen, or reconfiguring into a specific inanimate object. Not a fixed alternate form (that’s its own Gift) - a flexible mimicry of whatever target you choose, fresh each time you use it.

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’s uniquely theirs - a technique, a maneuver, a flourish of power that belongs to them and no one else, honed and personal in a way no textbook or master can teach directly. Signature Move is that: a custom ability built from scratch to fit the character who holds it, not pulled from a fixed list. It’s usually an attack, but doesn’t have to deal damage to qualify - a signature disarm, a signature escape, a signature show of force. Built level by level as the character’s mastery of their own technique grows.

Defined once, at creation: whether the Move is primarily an attack or a non-damaging effect, and - if an attack - which of the three attack types it uses (Physical/Ferocity, Social/Presence, or Mental/Psyche), resolved with the same per-die-vs-wall mechanic as a normal attack of that type.

Level Effect
1 If an attack: deals 1d10 vs the target’s relevant 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 2d10 (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 3d10. 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 4d10. 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 5d10. 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 character). Ki cost rises to 3 per use.

Adders:

Limiters:

Size Change

Your body ignores the ordinary rules of scale. Shrink small enough to vanish into a crack in the wall, swell up to loom over buildings, or stretch a single limb clear across a room without ever moving your feet - whatever the moment calls for, your proportions are yours to command, not fixed the way everyone else’s are.

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

Your body was never bound by the ordinary limits of muscle and leverage. What you can lift, throw, or break keeps redefining what should be possible.

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

Nothing says you have to stay in one piece. A cloud of bugs, a flock of bats, a swirl of micro-drones, take your pick, and let a thousand small pieces do what one body never could: slip through a crack, cover a room from every angle, or vanish into noise.

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

Circuits and code were never a closed system to you. Machines have a pulse if you know how to listen, and once you’re listening, you can talk back.

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.

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Limiters:

Telepathy/Empathy

Minds are not as private as people think - not to you. You can brush against another’s emotions, catching the shape of what they feel even through a practiced mask, or reach further and hear the words behind their eyes. Feeling and thought, read by the same gift, just at different depths.

Level Effect
1 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. 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. Against a target actively resisting, you may now spend 1 Ki to force the read as a genuine Mental attack - roll your Psyche dice per-die against their Psyche wall, breaching through to their surface thoughts and emotions on a connecting die.
4 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 3 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 Forced-read 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.

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Limiters:

Teleport / Dimensional Portal

You don’t walk between places, you erase the distance between them. However it looks (a plain vanish and reappear, a burst of smoke, a rift torn open in the air), it’s the same trick underneath: the gap between here and there simply stops existing.

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.

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Limiters:

Threadspace

Reach into a fold in space only you can find, and pull out exactly what you left there. What starts as a place to stash a few things becomes, with practice, a room, then a home, then somewhere other people can visit too. Somewhere real, just not anywhere.

Level Effect
1 Stash or retrieve a handful of small objects (anything that fits in two hands) in a hidden fold in space only you can reach. Doing so is 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 briefly as a hiding spot.
3 The fold becomes a genuine room behind its own door, big enough to live in and furnish however you like. Opening the door for the first time triggers a Gift Check: success costs nothing, failure costs 1 Ki, either way the door opens.
4 The room expands into a full dwelling of your own design, as many rooms as you want, furnished and stocked however you like. You can bring others through the door with you as guests.
5 You can maintain up to two doors into the same Threadspace at once, opened wherever you choose. Stepping through one and out the other links those two real points together for as long as both doors stay open. Ki cost for opening a new door (Level 3) drops to 0.

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Limiters:

Transmutation

Information cannot be created or destroyed. It can, however, be rearranged. Break something down to its raw materials and build something new from the same mass: a wall from dirt, a blade from scrap iron, a bridge from loose stone. Equivalent exchange. You never get more out than you put in.

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

The body has needs. You’ve stopped listening to most of them. Breath, hunger, thirst, sleep, pain, cold, heat: all of it just background noise you’ve learned to tune out.

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.

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Limiters:

Undying Vigor

Age was always going to catch you eventually, or so everyone assumes. Poison, plague, the slow wear of decades: none of it actually gets there. You can still be killed. You just can’t be worn down.

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.

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