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.
- Levels are cumulative and sequential - a character must hold the previous level before gaining the next.
- A Gift’s Level is its magnitude - how big, strong, or wide the effect is at that level. Each level explicitly defines what the character can do at that magnitude, building on the level before it.
- All 5 levels are defined up front when a Gift is created.
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:
- The roll, where one applies, reuses the standard mechanics already in place - weapon/Physical resolution, Presence/Psyche’s self-paired attack shape, or a plain
Attribute + Difficultycheck - rather than each Gift inventing its own roll type. - Ki cost, where one applies, is a direct spend (no roll, no Fatigue Check) called out explicitly per Gift level, the same category as Ki Infusion or Bump Action Bracket.
- The Gift Check, where one applies, is a resource-risk roll: 2d10 against current Ki + Stamina (roll-under). Success - free. Failure - lose 1 Ki, until refilled.
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:
- Partial Shift (Lesser, 3 pts): shift a single body part (hands to claws, eyes, wings) without a full transformation - no action cost, no Gift Check - but only one build-menu option’s benefit applies at a time, not the whole form.
- Extended Reserve (Greater, 6 pts): the build-menu pool at every Level is permanently +3 points bigger.
- Second Form (Greater, 6 pts): build a second alternate form on the same pool, chosen independently at creation. Switching still triggers the Gift Check each time.
Limiters:
- Slow to Invoke: transforming takes a full Minute instead of a Slow action.
- Involuntary Trigger: the form activates automatically under a specific stress condition (mortal danger, strong emotion, GM’s call at creation) and can’t be suppressed once triggered.
- Fixed Duration: the form can’t be voluntarily dropped early. It lasts a flat Scene, then reverts on its own.
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:
- Beast Steed (Lesser, 3 pts): your Animal Companion can carry you as a mount. While mounted, your Movement Rate matches the Companion’s own.
- Speak for the Wild (Lesser, 3 pts): once per Scene, ask an animal what it’s seen or sensed recently - a real memory read, not just its current instinct-level state.
- Swarm Companion (Lesser, 3 pts): your Animal Companion is a swarm of small creatures (rats, birds, insects) acting as one, not a single creature. Same stats and progression as an ordinary Companion, but immune to attacks that require a single physical target, and takes double dice from any attack that hits an area. Stacks with Second Companion.
- Second Companion (Greater, 6 pts): gain a second Animal Companion, built and advanced identically to the first.
Limiters:
- Single Species: the Gift only works on one chosen species, not animals in general.
- No Companion: you never gain the free Animal Companion at Level 2. Can be bought off later with XP, per the standard Limiter buy-off rate.
- Vocal Component: using the Gift requires speaking or making an audible animal call. Doesn’t work if you’re silenced, gagged, or otherwise unable to vocalize.
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:
- Feeds on Pain (Lesser, 3 pts): Fury’s bonus dice also apply to Melee grapples and contested Potence rolls, not just attacks.
- Undying Focus (Lesser, 3 pts): Level 4’s Social exemption extends to Mental rolls too - Fury no longer imposes Disadvantage on anything.
- Contagious Rage (Greater, 6 pts): once per Scene, spend 1 Ki to grant one ally within Close range half your current Fury bonus (round down) as bonus dice on their own next Physical attack.
- Overflowing (Greater, 6 pts): Last Stand can be triggered a second time per Scene, though the second use costs 1 Ki.
Limiters:
- No Off Switch: Fury’s Disadvantage never goes away, even at Level 4+ - it always applies to Social and Mental rolls both.
- Reckless Momentum: while any Fury bonus is active, you can’t voluntarily retreat or disengage from a fight you’re already in.
- Crash: when your Fury bonus drops back to 0 (healed past the missing-HL threshold, or the Scene ends), you’re at Disadvantage on all rolls until your next Short Rest.
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:
- Split Focus (Lesser, 3 pts): divide the vision between two locations at once, each getting a proportionally weaker (GM-adjudicated) picture, instead of one full-strength vision.
- Anchor Point (Lesser, 3 pts): designate a person or object beforehand. You may reflexively snap your vision to it once per Scene, even mid-action, without spending the normal Slow action to project.
- Tandem Sight (Greater, 6 pts): bring one other willing person along for the ride - they share what you see and hear for the vision’s duration, no separate roll needed.
Limiters:
- Vulnerable While Projecting: your body is left slumped and unaware of its surroundings while your sight is elsewhere - no passive Perception, Disadvantage on any roll to notice danger to your physical body.
- Tethered Sight: the Gift only works on a fixed set of pre-tuned static locations - one slot per Level held in this Gift. Retargeting an existing slot to a new location requires spending a full evening or rest period retuning your sight to it. Level 4-5’s follow-a-person and unknown-location capabilities never apply, since every use has to land on one of your tuned slots.
- One-Way Mirror: anyone at the destination with a supernatural sense for it can always tell they’re being watched, no roll required.
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:
- Honed Technique (Lesser, 3 pts): practiced timing and footwork let you close the last few feet as part of the strike itself - your claws/fangs threaten Close range as well as Melee, no literal reach involved.
- Venomous (Lesser, 3 pts): add a poison to a successful hit: 1 Ki, target takes Disadvantage on physical rolls until treated, separate from and stacking with the rending effect.
- Sunder (Greater, 6 pts): on a successful hit, spend 1 Ki to also deal damage to a weapon or piece of equipment the target is holding/wearing, treating it as a second, simultaneous attack.
Limiters:
- Feral Grip: can’t hold, use, or manipulate manufactured weapons or fine tools while your claws/fangs are deployed.
- One-Way Weapon: the Stowable option is unavailable - your claws/fangs are always Always There, visible and permanent, no choice at creation.
- Fragile Edge: your natural weapon’s damage die drops by one step (6d10 caps at 5d10, etc.) against anything with Soak equal to or greater than your Potence.
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:
- Bonded Blade (Lesser, 3 pts): your signature weapon carries a permanent edge no other conjured weapon does - its Damage bonus (Level 3+) is always +1 higher than any other weapon you conjure, forged specifically for your hand.
- Armory of Anything (Lesser, 3 pts): your conjured weapons can include improvised or exotic options beyond the standard catalog (a chainsaw, a fire axe, a katana pulled from pure aesthetic) - GM’s call on stats, using the closest catalog equivalent.
- Twin Draw (Greater, 6 pts): once per Scene, conjure a second weapon alongside your first at no extra cost, usable for a second attack within the same Normal action bracket.
Limiters:
- Slow Return: dismissing a weapon isn’t instant - it takes a full Fast action to banish it.
- Borrowed, Not Owned: a conjured weapon vanishes if it ever leaves your grip involuntarily (disarmed, knocked away) - you must re-summon rather than immediately recall it.
- Visible Conjuring: summoning is never subtle - it’s always an obvious flash or effect visible to everyone nearby, no way to conceal that you’re using a Gift.
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:
- Retained Impression (Lesser, 3 pts): once you’ve mimicked a specific person’s capability, watching them again re-triggers it at half Ki cost (rounded up) for the rest of that session.
- Group Study (Lesser, 3 pts): you may watch multiple targets in the same scene and hold a separate mimicked capability from each, rather than one overwriting the last.
- Perfect Copy (Greater, 6 pts): a mimicked Gift capability comes with any Adders the original had unlocked, not just its bare Level effect.
Limiters:
- One at a Time: you can only hold a single mimicked capability at once, at any Level - Level 5’s “all three at once” clause never applies.
- Live Feed Only: the target must still be within your sight when you activate a mimicked capability, not just at the moment you first watched it.
- Echo, Not Original: a mimicked Gift capability never benefits from your own Moira, Ki totals, or other bonuses beyond what the roll itself requires - it runs at the exact numbers you watched, even if worse than your own stats would produce.
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:
- Overclock Surge (Lesser, 3 pts): spend 1 Ki to push one installed augmentation to double effect for a single action.
- Backup Power Cell (Lesser, 3 pts): once per Scene, ignore an effect that would otherwise disable your augmentations.
- Full Conversion (Greater, 6 pts): the build-menu pool at every Level is permanently +3 points bigger.
- Reconfigurable (Greater, 6 pts): with an hour of focused work, swap your build-menu loadout for a different selection of equal or lesser total cost.
Limiters:
- Vulnerable to EMP: electromagnetic effects, a Technokinesis-style intrusion, or a dedicated anti-tech weapon disable your augmentations for the rest of the Scene on a hit.
- Visible Hardware: your augmentations are visible, not concealable under normal clothing - no passing as unaugmented.
- Maintenance Dependent: without downtime and access to tools between sessions, GM’s call whether an augmentation glitches out for the session.
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:
- Lingering Dampener (Lesser, 3 pts): the single-target tax/shutdown (Levels 1-3) persists for a full Day instead of just the rest of the scene.
- Ki Bleed (Lesser, 3 pts): when your field (Level 4+) is active, spend 1 Ki to siphon 1 Ki directly from a target inside it into your own pool.
- Anchor the Field (Greater, 6 pts): your field (Level 4+) stays up after you leave it or fall unconscious, persisting until the scene ends or you choose to drop it.
Limiters:
- Indiscriminate: your field (Level 4+) can’t be tuned to exclude allies - it suppresses everyone inside, including yourself and your own Gift uses.
- Warning Shimmer: the air visibly distorts around you whenever this Gift is active at any Level - it can never be used covertly.
- Costs You Too: every Ki spend for this Gift is doubled, rounded up (so Level 1’s single-target tax costs 2 Ki instead of 1), at every Level, with no exceptions.
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:
- Blind Command (Lesser, 3 pts): issue a command over a phone call, recording, or any medium carrying your voice and intent, not just direct eye contact.
- False Memory of Consent (Lesser, 3 pts): the target has no memory of being commanded - the compliance feels, to them, like it was their own idea.
- Standing Order (Greater, 6 pts): a delayed/triggered command (Level 3+) can be reset and reused against the same target without needing to re-establish eye contact and pay the Ki cost again, so long as the original condition hasn’t yet fired.
Limiters:
- One Word, Always: commands never advance past Level 1’s single-word simplicity, regardless of Gift Level bought - Level 2’s sentence/complexity upgrade never applies.
- Fragile Hold: any command that would cause the target visible distress or conflict with their core values ends immediately and can’t be reattempted against them for a full Day.
- Marked Predator: anyone who succeeds a Psyche roll against you afterward instinctively recognizes you as a Domination user on sight, permanently, whether or not they were ever a target.
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):
- Combat: mounted weapon. Attack (Output Rating d10), resolved per-die vs. the target’s Soak, Presence, or Psyche as fits the attack.
- Healing: as its action, touch a willing target within Melee range and restore Health Levels equal to half its Output Rating, round up.
- 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).
- 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.
- 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.
- Jamming: as its action, target one enemy within Near range; they suffer Disadvantage on their next roll involving a device, sensor, or remote link.
- 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.
- Transport: as its action, carry one willing Melee-range ally (or a load of gear) up to its own Movement Rate.
- 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:
- Redundant Systems (Lesser, 3 pts): drones’ Health Levels rise by 1 each, at every Level.
- Rapid Redeploy (Lesser, 3 pts): when a drone is destroyed, spend 1 Ki to deploy a replacement immediately as a Fast action.
- Swarm Tactics (Greater, 6 pts): while jacked into one drone, every other deployed drone’s Output Rating also gains the +2 Jack-In bonus, coordinated off the same sync.
- Emergency Eject (Greater, 6 pts): if your jacked-in drone is destroyed, spend 1 Ki to disengage cleanly instead of the normal disorientation (Disadvantage on your next roll).
Limiters:
- Short Leash: drones (and Jack In) stop functioning beyond Close range of you.
- One at a Time: while jacked into one drone, every other deployed drone freezes in place until you disengage.
- Fragile Fleet: drones’ Health Levels are permanently 1 lower at every Level, minimum 1.
- Exposed While Jacked: Level 5’s “still take Fast actions” benefit never applies - your body stays fully defenseless the whole time, at every Level.
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:
- Tougher Copies (Lesser, 3 pts): your clones’ Health Levels rise from 1 to 2.
- Delayed Pop (Lesser, 3 pts): when a clone would pop, spend 1 Ki to instead let it survive at 0 Health Levels for one more action before vanishing.
- Combined Strike (Greater, 6 pts): two or more clones (or you and a clone) attacking the same target in the same round add their dice pools together into a single attack roll, instead of resolving separately.
Limiters:
- Shared Pain: whenever a clone pops, you take 1 unsoakable Health Level and are at Disadvantage on your next roll.
- Slow Split: creating a clone is a Slow action instead of instantaneous, at every Level.
- One Mind: clones can’t act independently - every clone takes the exact same action you do, on your turn, mirrored rather than directed separately.
- Severed Reach: you must physically touch a clone to reabsorb it early and gain its memories - the Gift’s normal instant, no-action remote dismissal doesn’t apply.
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:
- Environmental Surge (Lesser, 3 pts): +1 Ki. For one round, the Level 4 environmental effect pushes out one Range Band further than normal.
- Elemental Weapon (Lesser, 3 pts): imbue a held weapon with your aura’s element - it deals your current contact damage type alongside its own, no extra Ki cost.
- Elemental Burst (Greater, 6 pts): +1 Ki, once per activation. Pulse the aura outward - everyone within your current trigger range (whatever Melee/Close/Near your Level currently reaches) takes your contact damage simultaneously, not just someone who happens to touch or strike you.
Limiters:
- Vulnerable Opposite: you take double dice from attacks of one specific opposing element (GM-set to fit your chosen element, e.g. a fire aura leaves you vulnerable to ice).
- Visible Aura: the aura is always visibly active whenever raised - it can never be raised discreetly or concealed.
- Exhausting Maintenance: the Gift Check’s failure cost rises to 2 Ki instead of 1, at every Level.
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:
- Layered Effect (Lesser, 3 pts): create two Level 1-scope effects with a single roll and action instead of one.
- Domain Echo (Lesser, 3 pts): an effect you create leaves a passive lingering trace after it ends (residual heat, faint darkness, static in the air) lasting a Scene - detectable by anyone investigating, no mechanical effect of its own.
- Anchor the Domain (Greater, 6 pts): the Level 5 merge lasts a full Scene instead of one Round, still once per Scene.
Limiters:
- Single Sense Domain: your effects only ever manifest through one sense at a time (sight-only, sound-only, etc.) - Level 1’s “full sensory picture” never applies.
- Elemental Purity: you can only manipulate a literal instance of your element already present in the scene (no darkness in broad daylight, no fire without an existing spark) - GM’s call on availability.
- Costly Merge: the Level 5 merge always costs 1 Ki to trigger, never free.
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:
- Redirected Momentum (Lesser, 3 pts): +1 Ki, on an extra-action turn. Instead of (or alongside) attacking, shove or reposition a target you interact with by half your Movement Rate.
- Blink Step (Lesser, 3 pts): on a turn you spend Ki for the extra action, you may also move your full Movement Rate as a free action, not counted against your normal movement.
- Afterimage (Greater, 6 pts): +1 Ki, once per round, on an extra-action turn. When an attack against you would connect, treat it as striking an afterimage instead - the hit is negated entirely.
Limiters:
- Winded: after the third extra-action Ki spend in a single Scene, you’re at Disadvantage on all rolls until you get a short rest.
- Loud and Fast: using the extra-action spend, at any Level, is always audible and visible to anyone nearby - no stealth use of this Gift.
- Straight Line Only: the extra action’s movement can only be used to move in a straight line - no sharp turns or complex maneuvering on a Ki-spend turn.
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:
- Voice and Image (Lesser, 3 pts): works through a live phone call or video feed - the target doesn’t need to be in the same physical space, but it has to be real-time.
- Recorded Echo (Greater, 6 pts): the effect also works through a pre-recorded message - a video, a voicemail, a broadcast - landing on the target without you present or even active at the time it lands.
- Undeniable (Greater, 6 pts): at Level 4+, a connecting die also grants you Advantage on your very next direct Social roll against that same target this Scene, stacking with the passive lock.
Limiters:
- Must Be Seen: the target has to actually see you, not just hear you - kills any voice-only or audio-only use.
- Single Target Only: the Level 2+ multi-target/crowd expansion never applies, regardless of Level bought - always resolves against one target.
- Fades Fast: the lock still lasts the full Scene, but only while you actively concentrate on maintaining it - losing focus (Distracted, taking an unrelated Slow action, or similar) ends it immediately instead of it lingering passively.
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:
- Passenger Overload (Lesser, 3 pts): 1 Ki. Carry more than one person while flying (Level 4+ only).
- Dive Bomb (Lesser, 3 pts): spend 1 Ki to slam into a target from the air - Potence dice vs. their Soak, Close range only.
- Sonic Boom (Greater, 6 pts): 1 Ki. Everyone at Close range along your flight path takes 2d10 vs Soak and is knocked Prone if any die connects. Usable any time you move at flying speed, no cap on uses beyond the Ki cost itself.
Limiters:
- Vulnerable Silhouette: you’re always visible against the sky while flying, no concealment possible - Disadvantage on any Stealth roll made while airborne.
- Fair Weather Flier: you can’t fly in severe weather (storms, high wind, heavy turbulence) - GM’s call on what qualifies.
- Grounded Recovery: if reduced to 0 Health Levels or knocked unconscious while flying, you fall and take normal fall damage - no automatic soft landing.
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.
- 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.
- 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.
- 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:
- Reinforced Barrier (Lesser, 3 pts): the barrier’s Health Levels rise by 1, at every Level.
- Instant Raise (Lesser, 3 pts): activating the barrier is a Fast action instead of Normal.
- Shared Burden (Greater, 6 pts): once per Scene, when someone the barrier covers would lose a Health Level to a hit it didn’t stop, spend 1 Ki to redirect that loss to the barrier’s own Health Levels instead.
- Wide Guard (Greater, 6 pts): Personal Barrier can cover up to two allies simultaneously once you reach Level 3, each tracked separately (no effect on Wielded Shield or Bubble Barrier).
Limiters:
- One at a Time: Personal Barrier can never be raised for yourself and an ally simultaneously - projecting it onto someone else means going without it yourself.
- Slow to Reform: once depleted, the barrier can’t be raised again until a Short Rest, regardless of Level.
- Visible Shimmer: the barrier is always visibly active whenever raised, a faint shimmer anyone can notice - no way to conceal that it’s up.
- Exhausting Maintenance: the Gift Check’s failure cost rises to 2 Ki instead of 1, at every Level.
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:
- Stockpile (Lesser, 3 pts): during downtime, pre-build up to 2 gadgets ahead of time to carry with you, ready to use later without spending build time in the moment.
- Salvage Loop (Lesser, 3 pts): when a gadget you built breaks or is destroyed, gain Advantage on your next Gadgeteer roll.
- Overclock (Greater, 6 pts): spend an extra 1 Ki when building a gadget to push it one function or damage/defense tier beyond what your Level normally allows. That gadget breaks after a single use, win or lose.
Limiters:
- Finite Supply: you need physical scrap or parts on hand to build anything - this Gift doesn’t work with empty hands in a bare room.
- One and Done: only one Gadgeteer-built device can be functional at a time - building a new one instantly disables the previous one.
- Loud Construction: building a gadget, at any Level, is never quiet - always audible or visibly obvious, no stealthy use.
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:
- Shared Reprieve (Lesser, 3 pts): the same Ki spend delays a second, separate consequence at the same time, not just one.
- Preemptive Ward (Lesser, 3 pts): use this Gift before a consequence has even happened. If the thing you’re warding against occurs within the next Round, it’s automatically caught and delayed, no reaction timing needed.
- Partial Release (Greater, 6 pts): when a delayed consequence finally lands, spend 1 extra Ki (paid at the original delay) to reduce its severity by one step (GM’s call) instead of it landing at full force.
Limiters:
- Debt Comes Due: when a delayed consequence finally lands, it lands harder, worsened by one step (GM’s call) rather than landing as originally sized.
- Self Only: you can only ever delay consequences affecting yourself, never someone else.
- No Renewal: Level 5’s renewal clause never applies. The Month-long delay always lapses for good at the end of its duration.
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:
- Second Hands (Lesser, 3 pts): spend a second 1 Ki to heal a second target in the same Round, bypassing the normal once-per-Round cap.
- Lingering Mend (Lesser, 3 pts): a Health Level you restore gains a one-time buffer: the next hit that would take it away is negated instead.
- Preventive Dose (Greater, 6 pts): spend 1 Ki to grant a target Advantage against contracting poison or disease for the rest of the scene, used before exposure rather than after.
Limiters:
- Cost to Self: healing another person costs you 1 unsoakable Health Level of your own per use, in addition to the Ki cost.
- Willing Only: you can never heal an unconscious or unwilling target. Level 1’s “willing or unconscious” narrows to willing only.
- Slow Hands: every use of this Gift is a Slow action, at every Level.
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:
- Cross-Sense Bleed (Lesser, 3 pts): a second sense of your choice, different from your primary one, also gains Level 1’s penalty-stripping benefit.
- Danger Instinct (Lesser, 3 pts): once per Scene, if your enhanced sense would detect something dangerous while you’re not actively paying attention, you get a reflexive warning and Advantage on Initiative for that encounter.
- Piercing Focus (Greater, 6 pts): spend 1 Ki to pierce a barrier or concealment one tier beyond what your current Level would normally reach, for a single use.
Limiters:
- Overload: using your sense in an overwhelming environment (a loud crowd, bright lights, thick smells) forces a Moira + Difficulty roll or you’re Disadvantaged for a Round.
- Single Direction: your enhanced sense only covers a narrow cone, not all-around awareness. GM adjudicates facing.
- Draining Focus: obstacle-piercing always costs 1 Ki. Level 4’s free upgrade never applies.
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:
- Rooted Strike (Lesser, 3 pts): when a forcing attempt against you fails, spend 1 Ki to counter-shove the attacker by half your Movement Rate.
- Grounding Field (Lesser, 3 pts): as a Fast action, spend 1 Ki to extend your current Level’s resistance to one touched ally for the rest of the Round.
- Unbreakable Line (Greater, 6 pts): once per Scene, when an ally within Melee range would be forcibly moved, spend 1 Ki to intercept the effect. It targets you instead, resolved against your own resistance.
Limiters:
- Flat Feet: after you resist a forcing attempt with this Gift, your Movement Rate is halved for the next 2 Rounds.
- One Failure, Done: if you’re ever successfully moved despite this Gift, all its benefits stop for the rest of the Scene.
- No Bracing: this Gift’s benefits don’t apply if you’re Surprised or otherwise unaware of the attempt against you.
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:
- Extended Phase (Lesser, 3 pts): the duration at Levels 1-2 doubles (2 Rounds / 2 Minutes).
- Solid Strike (Lesser, 3 pts): while phased at Level 4+, spend 1 Ki to briefly re-solidify one limb for a single Physical attack, then re-phase immediately after.
- Phase Walk (Greater, 6 pts): pass through moving obstacles (a crowd, a struggling grapple, a closing door) as freely as static ones, not just stationary barriers.
Limiters:
- Slow Fade: phasing takes a full Round to take effect instead of a Fast action, at every Level except Level 5’s reactive dodge.
- Residual Static: while phased, you’re still visible as a faint shimmer or outline. You’re never undetectable.
- No Passengers: Level 5’s extend-to-another-person clause never applies.
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:
- Shared Veil (Lesser, 3 pts): spend 1 Ki to extend Level 3+’s sound/scent masking to one other touched person alongside you.
- Peripheral Blur (Lesser, 3 pts): even when detected by touch, tech, or a broken effect, anyone who detects you is at Disadvantage on any roll to precisely locate or target you.
- Deep Cover (Lesser, 3 pts): so long as you stay in one place and take no action, the effect’s duration extends to a full Scene instead of capping at 1 Minute.
- Ghost Step (Greater, 6 pts): while invisible, you leave no physical trace at all, no footprints, no disturbed dust, no broken cobwebs, foiling even mundane tracking methods.
Limiters:
- Fragile Veil: any physical contact, being touched or bumping into someone, breaks the invisibility instantly, at every Level.
- Silence Required: the Gift doesn’t work if you’re already speaking or making noise the moment you activate it.
- Startled Reveal: if something sudden and dangerous happens while you’re invisible, roll Moira + Difficulty or the effect breaks involuntarily.
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:
- Wall Launch (Lesser, 3 pts): use a vertical surface mid-jump to kick off and redirect, adding a second full jump distance to the same move, no Ki cost.
- Silent Landing (Lesser, 3 pts): land without sound or visible impact, no dust, no thud, no telltale sign you came down here.
- Shockwave Leap (Greater, 6 pts): the landing-impact attack (Level 4+) becomes a Near-range area effect instead of Close, for an extra 1 Ki on top of its normal cost.
Limiters:
- Committed Arc: once a jump begins, you can’t abort or land early. You cover the full distance you committed to.
- Self-Inflicted Impact: the landing-impact attack (Level 4+) also hits you for half the dice rolled.
- No Redirect: Level 2’s mid-air trajectory adjustment never applies.
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:
- Shared Mark (Lesser, 3 pts): spend 1 Ki to extend the mark’s tracking and Advantage benefits to one touched ally.
- Lingering Scent (Lesser, 3 pts): if the mark lapses at Levels 1-3, rough-direction awareness persists for one additional Scene before it fully fades.
- First Blood (Greater, 6 pts): the first successful hit against a marked target each encounter deals one extra damage die.
Limiters:
- One Target Only: you can only ever have one active mark at a time. Marking a new target instantly releases the old one.
- Visible Focus: your intense focus on the marked target is obvious to onlookers. Disadvantage on Stealth or Deception rolls made against anyone aware you have a mark active.
- Personal Vendetta: you can only mark someone who’s wronged you or someone you care about, GM’s call, not an arbitrary target.
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:
- Iron Body (Lesser, 3 pts): while Guard is active, its Soak bonus also applies against harm that would normally bypass Soak entirely (fire, falls, GM’s call).
- Flowing Counter (Greater, 6 pts): if an attack misses you while Guard is active, spend 1 Ki for an immediate free unarmed attack against that attacker, no action cost.
- Weaponized Body (Lesser, 3 pts): your unarmed strikes count as wielding a weapon for any Skill, Boon, or Gift that specifically requires one.
Limiters:
- Marked Hands: your unarmed Damage bonus doesn’t apply against a target wearing modern ballistic/plate armor - GM’s call on what qualifies.
- All In: while Guard is active, you can’t take any action besides moving up to half your Movement Rate - no partial commitment.
- Telegraphed: an opponent who’s seen you fight before gets Advantage on their first attack roll against you each combat, recognizing your stance on sight.
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:
- Selective Erasure (Lesser, 3 pts): erase one specific detail from a broader memory instead of the whole thing - they keep the encounter, just not your face in it.
- False Trail (Lesser, 3 pts): an implanted memory (Level 2+) can point the target toward a specific false belief or action you choose, not just a generic replacement.
- Group Edit (Greater, 6 pts): spend 1 additional Ki to affect up to 3 targets simultaneously with the same edit, instead of resolving them one at a time.
Limiters:
- Recent Only: you can never affect memories older than a Day, regardless of Level - Level 3’s upgrade to older memories never applies.
- Leaves a Seam: an edited memory always has a small, detectable inconsistency a thorough investigation (or another telepath) can find.
- One Edit, Once: you can never target the same person’s memory twice - the first edit is permanent and final.
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:
- Grave Whisper (Lesser, 3 pts): touch a corpse and roll Moira + Difficulty to ask it one question about its own death, answered as a faint, disjointed impression, not real testimony.
- Reinforced Bones (Lesser, 3 pts): your thralls’ Health Levels rise by 1 each, at every Level.
- Hungry Grave (Greater, 6 pts): whenever a thrall you command is destroyed, spend 1 Ki to raise a replacement immediately as a Fast action, instead of waiting for your next Slow action.
- Bonecrafter (Greater, 6 pts): as a Normal action, meld every thrall you currently command into a single, larger creature - a bone giant, a mass of fused corpses, whatever form you choose. Its Health Levels equal the sum of the merged thralls’ current Health Levels, +3; its Attack still uses the same dice rating an individual thrall has at your current Gift Level (Soak and Defense unchanged). It counts as one creature taking one action in the turn order, replacing every merged thrall until it’s destroyed - raise a fresh batch of thralls normally afterward.
- Shared Suffering (Greater, 6 pts): once per Scene, when you would drop to 0 Health Levels, spend 2 Ki to instead sacrifice every thrall you currently command and stay at 1 Health Level.
Limiters:
- Brittle Legion: your thralls’ Health Levels are permanently 1 lower at every Level, minimum 1.
- One at a Time: Necrotic Touch and commanding thralls can’t be used in the same round - using one locks out the other until your next turn.
- Grave-Bound: your thralls can never move more than Close range from you - stray past that and they collapse instantly.
- No Whispers: Necrotic Touch’s healing never applies - it still deals damage, but grants you nothing back.
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:
- Selective Presence (Lesser, 3 pts): choose specific individuals to be exempt from the effect at will - they perceive and remember you normally, everyone else doesn’t.
- Fading Trail (Lesser, 3 pts): physical evidence you leave behind (footprints, fingerprints, a dropped item) is similarly overlooked or dismissed, not just your presence itself.
- Group Obscurity (Greater, 6 pts): Level 4’s touch-extension covers everyone in a chain of physical contact at once, not just one other person.
Limiters:
- Breaks on Contact: any direct physical interaction (a touch, a handshake, being bumped into) instantly ends the effect for that Scene.
- No Recordings: the effect doesn’t fool cameras, recordings, or other non-living observation - only living memory and attention.
- Loud Undoes It: raising your voice, running, or otherwise drawing deliberate attention immediately breaks the effect.
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:
- Anchor Line (Lesser, 3 pts): when you possess a target, spend 1 additional Ki to sense if your original body enters danger for the duration of that possession, letting you snap back to it instantly as a reaction.
- Distant Hop (Lesser, 3 pts): Level 5’s instant target-switching only requires line of sight, not direct eye contact.
- Mechanical Take (Greater, 6 pts): this Gift also works on constructs and machines, not just living bodies.
Limiters:
- Fragile Grip: if the host resists at any point during possession (GM’s call, under duress or extreme willpower), you’re expelled back to your own body immediately, unless you spend 1 Ki to hold on.
- Echo Sickness: after returning from a possession lasting longer than a Scene, you’re at Disadvantage on all rolls for the rest of that day.
- One-Way Door: returning to your own body isn’t automatic. You must win another Psyche roll against the host to leave, same as entering.
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:
- Shared Vision (Lesser, 3 pts): once per Scene, share a passive flash with an ally in Melee range. They receive the warning too.
- Second Impression (Lesser, 3 pts): once per Scene, reroll a failed active-foresight roll (Level 2+).
- Guided Hand (Greater, 6 pts): spend 1 Ki so the Advantage from a foreseen attack (Level 3+) also applies to your next attack against that same attacker, not just your defense.
Limiters:
- Uncertain Visions: every flash, passive or active, is vague and symbolic, never literal. The GM always delivers it as an interpretable image, not plain information.
- Draining Sight: after any active use (Level 2+), you’re at Disadvantage on your next roll.
- Fewer Flashes: Level 5’s always-on passive upgrade never applies. Passive flashes stay GM’s-call only regardless of Level bought.
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:
- Silent Imposition (Lesser, 3 pts): the target has no memory of being bound - the rule feels like their own personal code, not something imposed on them.
- Lasting Decree (Greater, 6 pts): a rule set persists indefinitely once imposed, not capped at Scene/Day - it holds until you release it or the target manages to break free (GM’s call on the threshold).
- Zealous Enforcement (Greater, 6 pts): bound targets don’t just want the rule followed - they actively intervene, verbally or physically, to stop anyone else from breaking it.
Limiters:
- Spoken Aloud Only: the rule has to be declared out loud in the target’s presence - no silent or written imposition.
- Fragile Authority: the first time a bound target successfully breaks a rule, even at the Disadvantage cost, the whole binding shatters immediately for them - no wearing it down over repeated attempts.
- Reciprocal Bond: while any binding is active, you’re also bound by the same rule yourself - you set the standard, you have to live by it too.
- Undermined by Contradiction: if you personally break a rule you’ve currently imposed on someone else, every active binding you’re holding shatters at once.
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:
- Gentle Touch (Lesser, 3 pts): grip and manipulate liquids, gases, or loose particulate matter (sand, water, smoke) as a cohesive mass, something solid-object telekinesis normally can’t do.
- Multi-Throw (Lesser, 3 pts): the thrown-object attack (Level 3+) can hit a second target in the same Round at no additional Ki cost.
- Crushing Grip (Greater, 6 pts): spend 1 Ki to crush a gripped object or limb directly, Potence dice vs. Soak, no throw required, usable each round while the grip is maintained.
Limiters:
- Line of Sight Only: you must maintain unbroken line of sight to whatever you’re gripping. The effect ends instantly if that’s blocked.
- One at a Time: Level 4’s multi-object grip never applies. You’re limited to one object or person at a time, regardless of Level.
- Backlash: if a contested Potence attempt against a person fails, you’re at Disadvantage on all rolls for your next turn.
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:
- Lingering Impression (Lesser, 3 pts): after reading an object, you retain a faint sense of it for a Day, letting you recognize it or its owner again on a later touch without a fresh roll.
- Emotional Resonance (Lesser, 3 pts): once per Scene, ask specifically about the emotional state of whoever last handled the object, getting a clear answer even at Level 1’s flash tier.
- Chain Reading (Greater, 6 pts): read a second object that was in contact with the first at the time of the event in question, extending the vision to include it, for the same Ki cost.
Limiters:
- Painful Echo: a detailed vision always costs 1 unsoakable Health Level, even after the Ki cost drops to 0 at Level 5.
- One Touch Only: you can only ever read an object once. A second reading of the same object yields nothing new.
- Overwhelmed by Violence: if the object’s history includes a violent death or severe trauma, roll Moira + Difficulty or be Disadvantaged for the rest of the Scene.
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:
- Battlefield Mend (Lesser, 3 pts): the combat heal (Level 3+) can trigger reflexively the first time you’d drop to 0 Health Levels in a Scene, stabilizing you instantly.
- Deep Reserves (Lesser, 3 pts): the combat heal’s per-Round use cap increases by one at every Level (2/Round at Level 3, 3/Round at Level 4, etc.).
- Overheal Buffer (Lesser, 3 pts): once per Scene, using the combat heal while already at full Health Levels instead grants a temporary bonus Health Level that lasts until the Scene ends.
- Rapid Mend (Greater, 6 pts): the Level 5 permanent-harm recovery only needs a full Scene of dedicated rest instead of a full Day.
Limiters:
- Feed the Fire: passive recovery requires actually eating a substantial meal during the rest period. It doesn’t work on an empty stomach.
- No Instant Fix: the Ki-gated combat heal (Level 3+) never applies. Passive recovery rates are the only way this Gift heals, at any Level.
- Fragile Restoration: a Health Level recovered by the combat heal (Level 3+) can be lost again by any single hit, even one that would normally deal no damage past Soak.
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:
- Instant Revert (Lesser, 3 pts): once per Scene, revert to your true form as a Fast action instead of a Slow one, with no Gift Check.
- Full Spectrum Mimicry (Lesser, 3 pts): mimicry (Level 2+) extends to scent and body heat too, fooling animal senses and thermal imaging, not just sight and sound.
- Living Disguise (Greater, 6 pts): while mimicking a specific person, you also gain a working instinctive sense of how they’d act or react, enough to improvise their mannerisms convincingly under pressure.
Limiters:
- Size Locked: the mimicked form must stay within roughly your own mass (±25%). No shifting into something much larger or smaller.
- Slow Return: reverting to your true form always takes the same Slow action and Gift Check as transforming, at every Level.
- Betraying Detail: one small, GM-chosen detail of your true self always persists through the disguise (a birthmark, a habit, a scent), a fixed tell you don’t get to choose.
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:
- Extended Range (Lesser, 3 pts): +1 Ki per use. The Move reaches one Range Band further than its current Level would normally allow.
- Piercing Edge (Lesser, 3 pts): the Move ignores a flat 2 points of the target’s relevant wall (Soak, Presence, or Psyche) before resolving.
- Area of Effect (Greater, 6 pts): +1 Ki per use. The Move affects everyone within its range/area rather than a single target - exact shape and extent defined when the Move is built, GM-approved.
Limiters:
- Telegraphed: the Move requires an obvious, visible windup, a stance, a gesture, something a watching enemy learns to recognize. Anyone who’s seen it before gains Advantage on defending against it again.
- One and Done: the Move can only be used once per Scene, regardless of Level.
- Costly Signature: the Move’s Ki cost is always 1 higher than its Level would normally require, at every Level, including Level 1 (which costs 1 Ki instead of 0).
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:
- Partial Shift (Lesser, 3 pts): grow or shrink just one part of your body, a hand, a foot, instead of the whole thing, for precision work without the full-body swing.
- Momentum Slam (Lesser, 3 pts): while enlarged, spend 1 Ki on a successful hit to add your current Soak bonus, halved (round down), as extra damage dice on that attack.
- Proportional Gear (Greater, 6 pts): carried objects and worn equipment resize along with you automatically, staying usable at any size instead of being left behind or crushed.
Limiters:
- Slow Growth: activating this Gift is always a Slow action, at every Level.
- Fixed Direction: chosen once at creation, you can only ever grow or only ever shrink, never both.
- Unscaled Gear: your clothing and equipment never resize with you. Growing bursts your clothes; shrinking leaves you swimming in them, at Disadvantage on any roll requiring properly fitted gear until you adjust.
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:
- Rending Grip (Lesser, 3 pts): the boosted attack (Level 3+) also disarms or crushes whatever the target is holding, on a hit.
- Seismic Slam (Lesser, 3 pts): spend 1 Ki to slam the ground, a shockwave dealing Potence dice vs. Soak to everyone at Close range along it.
- Unstoppable Force (Greater, 6 pts): spend 1 Ki when you land a hit. If enough dice connect to drop the target past 0 Health Levels in one blow, let it carry all the way through instead of stopping them at exactly 0.
Limiters:
- Uncontrolled Force: the boosted attack (Level 3+) always destroys any inanimate object it strikes alongside the target. You can’t pull the blow.
- Ravenous Hunger: using the boosted attack costs you 1 unsoakable Health Level each time, the strain of unleashing that much force.
- Loud and Obvious: your strength is never subtle. Even the passive Level 1+ bonus is visibly inhuman, no way to hide it.
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:
- Distraction Cloud (Lesser, 3 pts): while swarmed, spend 1 Ki to impose Disadvantage on all attacks a single target within your spread range makes for the rest of the Round, your components harassing them from every angle.
- Instant Regroup (Lesser, 3 pts): reforming is always a free action instead of whatever action cost your Level normally requires.
- Split Focus (Greater, 6 pts): while spread (Level 3+), attack two separate points independently instead of one uniform area, each resolved separately, same Ki cost.
Limiters:
- Fragile Focus: if a physical barrier interrupts your swarm mid-flow (a door slams shut, a window closes), you reform prematurely on the spot, ending the effect early.
- Weather Locked: strong wind, rain, or similar conditions impose Disadvantage on all actions while swarmed.
- Always Costly: the spread/attack Ki cost never drops to 0. Level 5’s mastery discount doesn’t apply.
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. |
Adders:
- Lingering Foothold (Lesser, 3 pts): once you’ve connected to a device or system, retain a passive backdoor indefinitely, reconnecting instantly with no roll or Ki, until the device is reset, reformatted, or physically disconnected.
- Ghost in Every Machine (Lesser, 3 pts): Level 1’s passive awareness extends to Near range, and you also immediately sense which devices nearby are actively working against you, recording, transmitting, or armed, without needing to connect to any of them.
- Overload Surge (Greater, 6 pts): spend 1 Ki to fry a connected device instead of controlling it, disabling it outright and dealing a jolt of feedback (1d10 vs Soak) to anyone in direct contact with it.
Limiters:
- Networked Only: this Gift only works on devices already networked or powered on. Standalone, offline, or unpowered electronics are invisible to it.
- Visible Interference: connecting to a device causes visible interference nearby, flickering screens, dimming lights, tipping off anyone paying attention.
- Slow Handshake: every connection, at every Level, takes a full Round to establish instead of its normal action cost.
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. |
Adders:
- Emotional Broadcast (Lesser, 3 pts): once per Scene, project a simple emotion (fear, calm, doubt) into a target’s mind as a Mental attack, even before Level 4’s two-way link exists.
- Group Mind (Lesser, 3 pts): once a two-way link is established with someone (Level 4+), bridge one additional willing party into the same shared link.
- Memory Lockpick (Greater, 6 pts): spend an extra 1 Ki on a forced read (Level 3+) to target one specific memory or fact instead of a general surface impression, yielding a precise answer instead of a vague sensation.
Limiters:
- One Mind at a Time: you can only maintain one link or active read at a time, even at Level 5. A new link severs the previous one automatically.
- Echoes Linger: a faint psychic echo lingers after any read or link. Other telepaths or psychics can detect that you were there.
- Vulnerable Link: while actively linked (Level 4+), you’re at Disadvantage against any Mental attack targeting you. The open channel cuts both ways.
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. |
Adders:
- Extended Portal (Lesser, 3 pts): the portal (Level 4+) lasts a full Scene instead of a Minute.
- Blind Jump Recovery (Lesser, 3 pts): once per Scene, if a blink would land you somewhere dangerous, you may instantly abort and land back at your starting point instead, no Ki cost.
- Extra Passenger (Greater, 6 pts): bring up to three touched people along instead of just one, at Level 4+.
Limiters:
- Echo Behind: a visible or audible trace always marks both where you left and where you arrived. There’s no silent option.
- Recoil: after teleporting, you’re at Disadvantage on all rolls for the next Minute.
- One-Way Portal Only: Level 4’s portal never allows two-way travel. It opens once for you to step through, then closes immediately.
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. |
Adders:
- Reflexive Retrieval (Lesser, 3 pts): retrieving a stashed handheld item (Level 1 scope) is a reflexive action once per Round, not costing your Fast action.
- Expanded Fold (Lesser, 3 pts): storage capacity at every Level increases well beyond its normal scale, room for bulky or oversized items (a vehicle, furniture in bulk) that wouldn’t otherwise fit.
- Physical Link (Greater, 6 pts): bind the opening itself to a physical object big enough to actually climb through (a trunk, a door, a large bag), permanently, no Ki cost. Anyone who opens it can step through into your Threadspace, or pull items from it, the same way you can.
Limiters:
- Slow Threading: opening the fold or door always takes a full Round instead of a Fast action, at every Level.
- Guided Guests: guests (Level 4+) can never navigate the Threadspace unassisted. They must be led by you at all times or risk getting lost.
- Fragile Weave: if the Threadspace is ever breached by an outside supernatural force (GM’s call, rare), everything currently stored inside is at risk of being lost or expelled.
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:
- Ritual Shortcut (Lesser, 3 pts): once per Scene, perform the ritual one action-band faster than your Level normally allows, at no extra Ki cost.
- Precise Recall (Lesser, 3 pts): revert an object you’ve personally transmuted back to its original form, at the same Ki cost as the original transformation, so long as nothing has altered it further since.
- Mass Bank (Greater, 6 pts): break something down without immediately rebuilding it, banking the freed mass for a later transmutation, up to your current Level’s mass cap.
Limiters:
- Irreversible Exchange: once transmuted, an object can never be reverted to its original form, by this Gift or any other means. Equivalent exchange only runs one way.
- Loud Working: the ritual is never silent or discreet, always visibly or audibly obvious, at every Level.
- Fixed Ritual Component: your chosen ritual flavor requires a specific physical condition (a clear space to draw a circle, the ability to speak a chant, genuine silence to focus). The Gift simply fails if that condition is denied.
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. |
Adders:
- Painless (Lesser, 3 pts): Advantage on any roll to resist the penalty effects of pain or injury, not immunity to the damage itself, just the body’s distraction from it.
- Deep Reserve (Lesser, 3 pts): when you do eat, drink, or sleep, a single session banks enough reserve to cover a stretch twice as long as your current Level would otherwise grant.
- Instant Reset (Greater, 6 pts): once per Day, instantly clear any accumulated deprivation effects with a moment’s focus, no need to actually eat, drink, or sleep to recover from them.
Limiters:
- Sudden Reckoning: when this Gift’s duration finally runs out, all the deprivation you’d normally have felt gradually hits at once: Disadvantage on everything until you properly rest, eat, and drink.
- Conscious Effort: the passive benefits (Levels 1-2) require active concentration. They stop working while unconscious or surprised.
- No Comfort: not needing food, sleep, or rest doesn’t mean you don’t crave them. Disadvantage on any Social roll requiring you to convincingly pass as an ordinary person eating, sleeping, or resting normally.
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. |
Adders:
- Cleansing Touch (Lesser, 3 pts): spend 1 Ki to purge a poison or disease from a touched ally instead of only yourself.
- Preemptive Ward (Lesser, 3 pts): once per Day, grant yourself Advantage against a specific known poison, disease, or aging effect before you’re ever exposed to it.
- Halted Decay (Greater, 6 pts): once per year of in-game time, subtly reverse a few years of accumulated aging, on top of the Level 4+ stopped-aging benefit.
Limiters:
- Slow Purge: your immunity isn’t instantaneous, at any Level. A poison or disease still runs its full course, symptoms included, for up to a Day before your body fights it off. The Level 3+ Ki purge still works, but only shortens that Day down to a Minute rather than clearing it outright.
- Vulnerable Youth: your immunity to aging (Level 4+) doesn’t protect against magical or supernatural rapid-aging effects specifically, only the natural passage of time.
- Silent Carrier: you’re personally immune, but you can still carry and unknowingly transmit disease to others without ever showing symptoms yourself.