Chapter 8
Gifts
A Gift is the thing your character can do that other people can’t.
Magic, psionics, a mutation, a blessing, a piece of hardware bolted to your spine - 20 Below doesn’t care which, because that’s the setting’s job and the setting is yours. What the system cares about is that a Gift is specific and narrow. Not “fire magic.” A named capability with five defined levels, that does one thing at increasing magnitude.
That narrowness is deliberate, and it’s the main thing keeping Gifts from eating the game. A broad Gift answers every problem and turns the rest of your sheet into decoration. A narrow one is a tool you have to be clever about bringing to bear, which is the version worth playing.
Five Levels
Every Gift has exactly 5 levels, rated 1-5.
Levels are a ladder and you climb it in order - you hold Level 2 before you can buy Level 3. A Gift’s Level is its magnitude: how big, how strong, how far. Each level says what you can do at that size, building on the one below. All five are written down when the Gift is made, so you know from the start what you’re working toward.
Points
At character creation, each Gift Level costs a flat 3 points from the Gifts pool - a Gift bought to Level 3 costs 9 points, to Level 5, 15 points.
Adders come in two tiers, Lesser (3 points) and Greater (6 points), paid once to unlock the option permanently; the Ki cost of actually using it each time is separate and paid per the Gift’s own text. Every Gift should offer at least 3 Adders.
Limiters are a permanent, creation-time restriction chosen for one specific Gift. Each Limiter taken drops the cost of every Level of that Gift by 1 point. Stack as many different Limiters on one Gift as you like, but no combination ever drops a Level below 1 point.
Limiters make Levels cost different amounts on different Gifts, so the 21-point pool won’t always come out even. Whatever you can’t spend converts to Discretionary points at 2:1. Nothing is lost for failing to divide neatly.
Resolution
Gifts don’t add a stat. Using one reaches for tools the game already has.
The roll. When a Gift needs one, it borrows a roll you already know - weapon damage, the Presence or Psyche attack shape, or a plain Attribute + Difficulty check. No Gift invents its own.
The Ki cost. A flat spend, no roll, written into the level that charges it. The same kind of thing as Ki Infusion, or bumping your Bracket.
The Gift Check. 2d10 under your current Ki, roll low, the same shape as any core roll. Succeed and it’s free. Fail and it costs you 1 Ki until you refill. It reads current Ki rather than your maximum, which is why Gifts are dependable while you’re fresh and start letting you down once the day has worn you thin.
None of the three is automatic. Each Gift, and each level of it, says which it uses, if any.
Attack Dice
A Gift that attacks rolls its Level plus half the sub-stat that powers it, rounded down. The sub-stat is the one Ki Infusion already uses, so there is never a second question about which stat a Gift runs on: Ferocity for dice against Soak, Presence against Presence, Psyche against Psyche.
This is why a Gift is worth its points. A weapon rolls what it rolls forever - the heaviest ordinary weapon in the book is 5 dice and always will be. A Gift at Level 1 with a middling sub-stat rolls fewer dice than something you could buy, and a Gift you have actually invested in leaves every weapon behind. The points buy the curve, not the number.
Dice built by a device or rolled by something you raised - a Gadgeteer gadget, a Necromancy thrall - are the exception, and stay on the ordinary scale. Those dice come from the thing, not from you.
The Gift List
Every entry defines all five levels up front. A Gift’s Level is its magnitude - not a different power wearing the same name.
Alternate Form
Your body was the first draft. You decided to design a second one. Bones slide over one another. Muscle and skin ripple with a mind of their own. Shifting between the two takes a moment. The first time was awful - itchy, painful… and the sound. Now, you can do it while holding a conversation.
Transforming is a Slow action and triggers a Gift Check - success free, failure costs 1 Ki, the transformation happens either way. The form lasts until voluntarily dropped, no ongoing cost to maintain.
The alternate form is built once, at creation, spending a points pool (below) on the build menu below. The pool scales with Gift Level, so a character can revisit and add to the form’s build as they gain Levels.
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 at creation, chosen independently, with its own full pool for your Level. Switching still triggers the Gift Check each time.
- Snap Change (Lesser, 3 pts): transforming is a Fast action instead of a Slow one. The Gift Check still applies.
- Shed Skin (Greater, 6 pts): once per Scene, when a hit would cost you a Health Level while transformed, you drop back to your normal form instead and ignore that Health Level. You can’t transform again until the Scene ends.
- Terrifying Visage (Lesser, 3 pts): the first time per Scene you transform in sight of enemies, roll your Level plus half your Presence against the Presence of every enemy within Close; a connecting die leaves that enemy Frightened until the end of their next turn.
- Final Stage (Greater, 6 pts): once per Scene while transformed, spend 2 Ki: every sub-stat boost in your build counts twice until the Scene ends. When the Scene ends you revert and are Exhausted until your next Short Rest.
- Mending Shift (Lesser, 3 pts): transforming or reverting ends any Bleeding or Envenomed condition on you, as the body rebuilds itself.
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.
- Painful Change: every transformation, in or out, leaves you Staggered until the end of your next turn.
- Beast Mind: while transformed you can’t speak, and you’re at Disadvantage on every Mental roll.
- Keyed Trigger: you can only transform while holding one specific item chosen at creation (a mask, a charm, a card). Lose it and you can’t transform until it’s back in your hand.
- Carried Weakness: choose one weakness at creation (fire, silver, cold iron, loud noise). While transformed, attacks that use it against you roll at Advantage.
Alternate Form - Pool by Level
| Level | Pool |
|---|---|
| 1 | 2 points |
| 2 | 5 points |
| 3 | 9 points |
| 4 | 13 points |
| 5 | 18 points |
Alternate Form - Build menu
| Option | Cost | Effect |
|---|---|---|
| Sub-stat boost | 1 pt | +2 to one physical sub-stat (Soak, Ferocity, Stamina, Potence, or Initiative) while transformed. |
| Attribute boost | 2 pts/point | +1 to one Attribute (Earth, Air, Fire, Water, or Moira) while transformed, up to your own normal maximum. |
| Environmental adaptation | 1 pt | Breathe underwater, see in total darkness, ignore extreme temperatures, or similar. |
| Borrow a Gift Level | 3 pts/Level | Gain one Level of an existing Gift you don’t otherwise hold while transformed, GM-approved for fit - same per-Level price as the Gifts pool. |
| Borrow a Boon | 1/3/5/7 pts | Gain a Boon you don’t otherwise hold while transformed, at that Boon’s own Trivial/Lesser/Greater/Legendary price. |
Animal Friendship
Animals sense you are a kindred spirit. Your presence doesn’t trigger their instincts. A panicky horse is soothed by your touch. The angry canine sitting behind the “Beware of Dog” sign wags his tail happily when you approach. Prey, predator, wild, or domesticated - they all trust you. They understand you and what you are trying to say to them and will often act on your behalf when you ask.
2 - Range extends to Near. You may now direct the animal to perform one simple task within its natural capabilities (lead you somewhere, retrieve a small object, stand guard, fetch help) in addition to calming or understanding it. Still a Normal action, no Ki. Additionally, you gain a lasting Animal Companion, free with this Level - no Ki or point cost - an ordinary creature of your choice, chosen at creation, that stays by your side simply because it likes you. Not summoned or magically bound; it can leave if truly mistreated or endangered, but under normal circumstances it travels and fights alongside you.
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.
- Borrowed Senses (Lesser, 3 pts): spend 1 Ki as a Normal action to see and hear through your Animal Companion, or one animal you’ve calmed, for the rest of the Scene while it stays within Far. Your own body is Distracted while you do.
- Hunting Pair (Lesser, 3 pts): your attacks against a target your Animal Companion is in Melee with are at Advantage. Can’t be taken with No Companion.
- Last Guard (Lesser, 3 pts): once per Scene, when a hit would land on you, your Animal Companion within Close throws itself in the way and takes the hit instead. Can’t be taken with No Companion.
- Beast Fusion (Greater, 6 pts): once per Scene, spend 2 Ki as a Slow action to merge with your Animal Companion until the Scene ends: you gain all its sub-stat bonuses from Levels 3-5 on top of your own, and it can’t act separately. Requires Level 3. Can’t be taken with No Companion.
- Call of the Wild (Greater, 6 pts): once per Scene, spend 2 Ki: every animal within a long walk hears you and arrives within a few rounds, a group you can direct as at Level 3, even where none were in sight. Requires Level 3.
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. Like every Limiter, this is permanent - it defines what the Gift is, and no amount of XP removes it. Can’t be taken with Beast Steed, Swarm Companion or Second Companion.
- 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.
- Shared Wounds: whenever your Animal Companion loses a Health Level, you lose 1 Poise and are Distracted until the end of your next turn. Can’t be taken with No Companion.
- Owed Tribute: every task you direct an animal to do (Level 2+) must be paid for with food or a comfort it wants. Unpaid, your next roll with any animal is at Disadvantage until you settle it.
- Scent of the Wild: you carry the wild on you: Disadvantage on Social rolls with people while your Animal Companion or any animal you’re directing is in sight.
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.
Battle Sense
Everyone telegraphs every move. Most people just don’t know Morse code. You are able to read the subtle tells that reveal what your opponent will do - a sharp intake of breath, a subtle shift in stance, an involuntary glance where they will strike. It’s not precognition and it’s no use outside of a fight, but you see it coming before they know they are going to do it.
Reading an opponent costs 1 Ki, declared on your turn - it takes no action. You hold one read at a time, and naming somebody new drops the one you had.
1- Spend 1 Ki and name one opponent you can see. Every attack you make against them is at **Advantage** for the rest of the round.
2- The read now lasts the rest of the fight rather than the round. Same 1 Ki, same one-at-a-time limit.
3- Against a read opponent, your critical hits land on a 2 or a 3 - the same shape as Expert, for the roll no Training Tier reaches.
4- A read opponent cannot gain Advantage against you, from any source. You are already where they were going.
5- Once per fight, take one extra Fast action, at any point you choose. It is Fast and it stays Fast - Ki cannot bump it to Normal or Slow, and it cannot be spent on a Slow action’s called shot.
Adders
- Cold Read (Lesser, 3 pts): +1 Ki per use. Establish a read by watching someone fight somebody else, without attacking them yourself.
- Second Read (Greater, 6 pts): hold two reads at once instead of one.
- Shared Read (Greater, 6 pts): +1 Ki per use. One ally you can speak to gains your Advantage against the read opponent for one round.
- Counter Stance (Greater, 6 pts): once per round, when a read opponent attacks you and no die connects, spend 1 Ki to make one Fast attack against them at once, even outside your turn.
- Find the Gap (Lesser, 3 pts): once per Scene, one attack against a read opponent ignores 2 of their Soak.
- Already Gone (Lesser, 3 pts): once per Scene, when a read opponent attacks you, spend 1 Ki to put that attack at Disadvantage.
- Blind Reading (Lesser, 3 pts): you read by sound, breath and the shift of weight. Being Blinded, darkness or smoke doesn’t drop your read, and you don’t suffer Disadvantage against your read opponent for not seeing them. Can’t be taken with Eyes Only.
- Read the Room (Greater, 6 pts): once per Scene, spend 2 Ki: every opponent you can see counts as read until the end of the round.
- Open Book (Lesser, 3 pts): spend 1 Ki as a Normal action to tell a read opponent exactly what they’re about to do. Roll your Level plus half your Presence against their Presence; a connecting die leaves them Flustered until the end of their next turn.
Limiters
- Eyes Only: you must be able to see them clearly. Darkness, smoke or heavy cover drops the read until you can see them again.
- Rattled: losing a Health Level drops your current read. Re-establishing it costs Ki again.
- Costly Sense: every Ki cost of this Gift is 1 higher, at every Level.
- Tunnel Vision: while you hold a read, attacks against you from anyone other than your read opponent are at Advantage.
- Learn by Taking: you can only read an opponent who has already attacked you this fight. Can’t be taken with Cold Read.
- Aftershock: at the end of any fight in which you held a read, you’re Distracted until your next Short Rest.
- Human Tells: reads only work on creatures with a human-like body. Animals, machines, the dead, swarms and anything without breath or a face can’t be read.
Berserker
Some people go quiet when they are hurt. You go loud. Pain doesn’t register as a warning - it registers as permission. The more of you is broken, the more dangerous you become, right up until there’s nothing left to break.
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.
- Not Yet (Greater, 6 pts): once per Scene, when you lose your last Health Level, you keep fighting until the end of the next round before you fall. Your Fury bonus sits at its cap for that round.
- Red Mist (Lesser, 3 pts): while any Fury bonus is active, you can’t be Frightened or Flustered.
- Wrath Unbound (Greater, 6 pts): once per Scene, spend 2 Ki: until the Scene ends, count 2 more missing Health Levels than you have for Fury, even from full health.
- Blood Scent (Lesser, 3 pts): while any Fury bonus is active, you know the direction of every Bleeding creature within Far, and your attacks against Bleeding targets are at Advantage.
- 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.
- Friend or Foe: while any Fury bonus is active, if no enemy is in Melee with you at the start of your turn, you must move toward the nearest creature and attack it, ally or not.
- Burning Blood: while your Fury bonus is at its cap, you lose 1 Poise per round.
- Deaf to Reason: while any Fury bonus is active, you can only attack, move or Grab - no Skills, items or other Gifts.
1- Rising Fury: while you have at least 1 Health Level missing, add bonus dice to your Physical attacks equal to half your missing Health Levels (round down), capped at 1. While any Fury bonus is active, you’re at Disadvantage on Social and Mental rolls - nothing gets through but the fight in front of you.
2- Fury’s cap rises to 2.
3- Fury’s bonus now also applies to your Soak - the same fury that sharpens your strikes also numbs what would otherwise put you down.
4- Fury’s cap rises to 3. The Level 1 Disadvantage no longer applies to Social rolls - a raging fury reads as pure menace, not incoherence - just Mental rolls now.
5- Fury’s cap rises to 6. Once per Scene, as a free action, trigger Last Stand: your Fury bonus locks at its maximum for the rest of the Scene, regardless of your actual missing Health Levels.
Clairvoyance
You can perceive distant places, objects or people without being physically present. You focus your senses beyond the bounds of your body - observing what lies elsewhere as though you were standing there. Your body stays behind, unoccupied while your animating force goes sightseeing.
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.
- Speak Through (Lesser, 3 pts): spend 1 Ki to let one short sentence in your voice be heard at the place you’re viewing.
- Quick Glance (Lesser, 3 pts): project as a Normal action instead of a Slow one, but the vision lasts only until the end of the round.
- Spirit Sight (Lesser, 3 pts): your projected sight shows spirits, invisible things and active Gift effects at the place you’re viewing, as if they stood in plain view.
- Overwatch (Greater, 6 pts): spend 1 Ki as a Slow action to hang a thin thread of your sight above your own position for the rest of the Scene while you keep acting normally. You can’t be Surprised, and within Near no one can hide from your sight behind cover or around corners.
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.
- Bleeding Eyes: after each vision ends, you’re at Disadvantage on every sight-based roll for the rest of the Scene.
- Still Waters: projecting needs a still focus (a bowl of water, a mirror, a flame) and calm. You can’t project during a fight or while anyone hostile is within Near. Can’t be taken with Anchor Point, Quick Glance or Overwatch.
- Symbolic Sight: visions come as symbols. Writing, faces and numbers never come through clearly - the GM describes what you see as a metaphor, not a photograph.
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.
Conjured Armory
Somewhere, just the other side of the world, your weapon waits for the moment you call it forth. With a flicker of thought, it slips through the gaps in reality and into your grasp, ready for battle. You don’t own the weapon so much as call a mystical DoorDash to deliver one.
Chosen once, at creation: your signature weapon, any single item from the catalog in Weapons & Equipment.
A conjured weapon’s Damage is its listed rating plus this Gift’s Level, with no ceiling - the weapon table’s cap of 5 binds what a smith can forge, not what you call out of the air. A Damage 4 hatchet conjured at Level 3 deals 7.
Expendables. Anything used up when it is used - a grenade, a charge, a rocket - can be conjured once per Scene. After that, 1 Ki conjures it again. A weapon that comes back is not expendable: a thrown blade called home at Level 3 can be thrown all day.
Adders
- Bonded Blade (Lesser, 3 pts): your signature weapon carries a permanent edge no other conjured weapon does - its Damage is always +1 higher than any other weapon you conjure, from Level 3 on, 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.
- Blade Rain (Greater, 6 pts): once per Scene, spend 2 Ki as a Slow action to conjure a storm of weapons: make one attack with your conjured weapon against every enemy within Near you can see.
- Soulblade (Greater, 6 pts): your signature weapon may cut the spirit instead of the flesh: choose on each attack to roll against Psyche instead of Soak. Armor does nothing against it.
- Elemental Edge (Lesser, 3 pts): choose Bleeding or Envenomed at creation. Once per Scene, a hit with a conjured weapon leaves the target with that condition.
- Parry Blade (Lesser, 3 pts): once per round, when you’re attacked in Melee, spend 1 Ki to conjure a blade into the blow’s path: that attack is at Disadvantage.
- Blade Anchor (Lesser, 3 pts): after throwing a conjured weapon (Level 3+), spend a Fast action to pull yourself to where it landed, up to Near, before calling it back. Requires Level 3.
Limiters
- Slow Return: dismissing a weapon isn’t instant - it takes a full Fast action to banish it.
- Blood Price: every summon costs you 1 Poise - the weapon is fed before it answers.
- Soul-Bound: your weapons are part of you: whenever one is disarmed, broken or knocked away, you’re Staggered until the end of your next turn.
- Spoken Name: every summon means calling the weapon’s name aloud. Silenced, gagged or unable to speak, you can’t summon.
- Signature Only: you only ever conjure your signature weapon - Level 2’s any-weapon clause never applies. Can’t be taken with Armory of Anything.
- 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.
1- Summon your signature weapon into your hand as a Fast action, no Ki cost. It arrives with its listed range. Dismissing it is free and instant. It never runs dry - ammo, if any, is never actually a concern, though you’re free to roleplay reloading.
2- You may now conjure any weapon from the full catalog, not just your signature - reselect freely each time you summon.
3- You can throw the conjured weapon. The throw is an attack like any other; calling it back to your hand afterwards is a free action on your turn, from any distance. A weapon you let go of on purpose does not vanish the way one knocked from your grip does.
4- Summoning becomes a free action - no action cost at all, folding seamlessly into any attack. You’re never caught without a weapon in hand.
5- Once per Scene, spend 1 Ki to conjure a weapon so precise it ignores 3 points of the target’s Soak for that single attack.
Copycat
If you watch someone closely enough, you can hold the thread of what makes them exceptional. A skill, a talent, even the odd power behind their superhuman feats are no mystery to you. You don’t become them, you just lean on their abilities - carrying their echo with you for a time.
This Gift always costs Ki, at every Level. There is no mastery discount to free.
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.
- Mirror Return (Greater, 6 pts): once per Scene, when a Gift is used against you, spend 2 Ki after it resolves to throw the same capability straight back at its user as a free action, at the highest Level your own Copycat Level lets you mimic.
- Touch Copy (Lesser, 3 pts): you can borrow by skin contact (a Grab counts) instead of watching - copying something the target hasn’t shown you yet.
- Stored Page (Greater, 6 pts): keep one mimicked capability on file permanently. Calling it up again costs its normal Ki but needs no watching and no roll. Replacing the stored one takes a full rest.
- Explained to Me (Lesser, 3 pts): if the target has explained their power to you, or you’ve been hit by it, your roll to borrow it is at Advantage.
- Lend the Echo (Greater, 6 pts): spend 1 Ki and touch an ally to hand them a capability you’re holding for the rest of the Scene. You lose it while they have it.
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.
- Foreign Strain: each time you use a mimicked Gift capability, you lose 1 Poise - your body wasn’t built for it.
- Twice Seen: watching once isn’t enough: you must see the Skill, Boon or Gift used twice in the same Scene before you can borrow it.
- Living Source: a borrowed capability ends the moment its original owner is unconscious or dead.
- Identity Bleed: at the end of any Day you spent holding a mimicked capability, lose 1 Sanity as their habits and voice creep into yours.
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.
Cybernetics
The line between flesh and hardware is blurred. Steel strengthens bones, nerves are replaced by fiber-optic cables, nano-circuitry extends the senses beyond what biology can perceive. You are augmented. These augmentations are not powers you call upon but machines integrated into you - engineered to function as if you were born with them.
Unlike a shapeshifting Gift, there’s no transformation to trigger - your augmentations are always active. No action, no Gift Check, no Ki cost just to have them running.
The build is set once at creation, spending a points pool (below) on the build menu. The pool scales with Gift Level, so a character can revisit and expand their augmentations as they gain Levels.
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.
- Governor Override (Greater, 6 pts): Once per Scene, spend 2 Ki as a Fast action to cut your safety governors for the rest of the Scene: every Subdermal Plating, Armored Plating, Myomer Fiber and Linear Frame bonus you have is doubled. When the Scene ends you take 1 Health Level and are Exhausted.
- Rocket Fist (Lesser, 3 pts): Spend 1 Ki to launch a cybernetic hand on its cable and make an unarmed or Integrated Weapon attack against a target at Near range. The hand reels back in before your next turn.
- Sacrificial Part (Lesser, 3 pts): Once per Scene, when an attack would take Health Levels from you, a piece of hardware takes the hit instead: ignore that attack’s damage, and one build-menu option of your choice goes offline until you spend an hour repairing it.
- Battle Configuration (Greater, 6 pts): Build a second loadout at creation, with its own full pool for your Level. As a Normal action, fold one away and deploy the other - only one is ever active, and the second counts as Visible Hardware whether or not you took that Limiter.
- Onboard AI (Greater, 6 pts): Your hardware has a voice and a personality of its own. Once per round it takes one Fast action using only your installed augmentations (fire the Chem Injector, run a scan, key the Comms Array) without costing you an action, and it keeps doing so while you are unconscious.
- Threat Response Loop (Lesser, 3 pts): Your targeting suite never sleeps: you can’t be Surprised, and once per Scene you may take your turn first in a round regardless of Initiative.
- Hidden Arsenal (Lesser, 3 pts): The first time in a Scene you attack with an Integrated Weapon or Integrated Heavy Weapon, a target who didn’t know it was there is Surprised against that attack.
- Cortex Vault (Greater, 6 pts): Your brain lives in an armored case. When you would die, your body is wrecked but you survive in the case - helpless, but able to hear, speak through a Comms Array, and be installed in a new body after a week of downtime. The Vault can’t save you again until that week is done.
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.
- Chrome Distance: Too much of you is machine. Disadvantage on any roll to comfort, charm or earn the trust of someone who isn’t augmented, and animals won’t settle near you.
- Heat Venting: Your frame overheats. After a round in which you use Reflex Booster, Overclock Surge or an Integrated Weapon, none of them work the next round while you vent.
- Kill Switch: Someone else still owns your hardware - a maker, a company, a military. Once per session the GM may have them shut your augmentations off for a Scene, and they expect favours to keep it switched on.
- Short Circuit: Water shorts you out. Once soaked through - submerged, hosed down, caught in a downpour - you have Disadvantage on every physical roll until you dry off, and you can never install Artificial Gills.
- Rejection Dose: Your body fights the hardware. You need an immunosuppressant dose per day; miss one and you are Exhausted until you get it, and Toxin Binders never helps with it.
Cybernetics - Pool by Level
| Level | Pool |
|---|---|
| 1 | 2 points |
| 2 | 5 points |
| 3 | 9 points |
| 4 | 13 points |
| 5 | 18 points |
Cybernetics - Build menu
A few options are bigger versions of a cheaper one - Myomer Fiber and Linear Frame, Subdermal Plating and Armored Plating, Sensory Suite and Multi-Optic Cluster, Chemical and Molecular Analyzer. Take one or the other; the larger replaces the smaller rather than stacking with it.
| Option | Cost | Effect |
|---|---|---|
| Subdermal Plating | 1 pt | +2 Soak, always on. |
| Myomer Fiber | 1 pt | +2 to one physical sub-stat (Ferocity, Potence, Initiative, or Stamina). |
| Sensory Suite | 1 pt | One sense-based upgrade: see in total darkness, zoom/magnify at will, or filter out deafening/blinding effects. |
| Integrated Toolkit | 1 pt | A multitool, lockpick set, or scanner built into a limb - can’t be disarmed or confiscated in a pat-down. |
| Integrated Storage Compartment | 1 pt | A concealed cavity in a limb or torso, holding a handful of small items - invisible to a pat-down or metal detector. |
| Video/Audio Recorder | 1 pt | Continuously record everything you see and hear, and replay it later - clean, reliable evidence. |
| Comms Array | 1 pt | Short-range encrypted radio link to other augmented allies or compatible tech, immune to ordinary jamming. |
| Navigation Suite | 1 pt | Perfect sense of direction and position, plus a stored map of anywhere you’ve personally been. |
| Biometric Lock | 1 pt | Your augmentations (and anything in an Integrated Storage Compartment) only function for you - stolen or severed parts are inert junk to anyone else. |
| Universal Interface Port | 1 pt | A hardline jack that connects to any standard port or socket, no compatible cable or adapter needed. |
| Climbing Servos | 1 pt | Retractable claws or grip pads in hands and feet - climb sheer surfaces at your normal Movement Rate, no roll for an ordinary climb. |
| Silent Movement Dampeners | 1 pt | Your augmented limbs make no mechanical noise - no Stealth penalty from servo whine or joint clicks. |
| Thermal Regulation | 1 pt | Ignore extreme heat or cold - no Disadvantage from environmental temperature. |
| Vehicle Link | 1 pt | Pilot or drive by direct neural link - Advantage on any roll to control a compatible vehicle. |
| Signal Scanner | 1 pt | Spot active transmitters, bugs, taps, and cameras nearby - the room tells you who’s listening. |
| Voice Stress Analyzer | 1 pt | Advantage on any roll to tell whether someone is lying to your face. |
| Chemical Analyzer | 1 pt | Taste or smell a sample and know what it is - drugs, poisons, accelerants, blood. |
| Sealed Respirator | 1 pt | Filtered lungs and a sealed airway - immune to gas and airborne agents, and you can go without air for several minutes. |
| Toxin Binders | 1 pt | Advantage against poison, disease, and drugs, including the ones you’d rather enjoy. |
| Stun Knuckles | 1 pt | Your unarmed strikes can deal their damage to Poise instead of Health Levels - put someone down without killing them. |
| Gyro Stabilizer | 1 pt | Advantage on any roll to keep your feet - against being knocked Prone, shoved, or left Off Balance. |
| Mag Clamps | 1 pt | Magnetic soles and palms - walk on metal walls and ceilings at your normal Movement Rate, and nothing moves you off a metal floor while you’re clamped. |
| Smoke Vent | 1 pt | Once per Scene, flood Close range around you with thick smoke - sight through it is blocked until the end of the next round. |
| Dazzler Eyes | 2 pts | Once per Scene, as a Fast action, flash one target at Close range who is looking at you - they are Blinded until the end of their next turn. Flash-filtering eyes ignore it. |
| Adrenal Pump | 2 pts | Once per Scene, as a Fast action, flood your system and shake off Frightened, Exhausted or Staggered. |
| Thermoptic Masking | 2 pts | Your body holds ambient temperature and damps its own signal - invisible to thermal sight, motion sensors and signal scanners. |
| Enhanced Antibodies | 1 pt | You heal one step faster than normal on any rest. |
| Artificial Gills | 1 pt | Breathe water indefinitely. |
| Radiation Shielding | 1 pt | Immune to radiation, and Advantage against any environmental hazard that works on flesh rather than force. |
| Bio-Comp Monitor | 1 pt | Constant readout of your own condition - you know exactly how hurt, poisoned, or drugged you are, and a Comms Array broadcasts it if you go down. |
| Laser Rangefinder | 1 pt | Exact distance to anything you can see. Advantage on attacks at Far range and on any indirect or thrown shot. |
| Fiber-Optic Probe | 1 pt | A camera on a flexible lead that deploys from a fingertip - see under doors, around corners, into locks. |
| Synthskin Overlay | 1 pt | Your hardware reads as flesh to the eye, the hand, and a casual scan. Cancels the Visible Hardware Limiter if both are taken. |
| Voice Modulator | 1 pt | Reproduce any voice you’ve recorded, pitch yourself unrecognizable, or speak subvocally into a Comms Array. |
| Loudspeaker | 1 pt | Drive your voice to a painful volume. Advantage to command, warn, or scatter a crowd at Near range or further. |
| Language Translator | 1 pt | Real-time translation of any language you’ve heard enough of to sample - understood, and spoken back. |
| Fashionware Suite | 1 pt | Light tattoos, fiber hair, a subdermal watch - change your look on demand. Advantage to be remembered, or to be forgotten. |
| Chem Injector | 1 pt | An internal reservoir holding one dose of a drug of your choosing. Administered by thought, and nothing to find in a search. |
| Garrote Wire | 1 pt | A spool of monofilament from a fingertip. A weapon, a cutting tool, and a tripline, depending on the evening. |
| Reinforced Chassis | 2 pts | +1 to Carrying Capacity and Break Threshold, stacking with Potence’s own. |
| Subroutine Uplink | 2 pts | Passive short-range wireless link to nearby active electronics - grants Technokinesis Level 1’s passive awareness, without needing that Gift. |
| Data Vault | 2 pts | Onboard encrypted memory - perfect recall of anything you’ve scanned or recorded, immune to remote hacking without direct physical access. |
| Onboard Computer | 2 pts | Instant calculation, translation, and lookup - treat any Knowledge-Skill roll needing reference material as if you had a research library on hand. |
| Holographic Projector | 2 pts | Project a small hologram at Close range - a decoy, a visual aid, a disguise overlay. |
| Grapple Line | 2 pts | A retractable cable launcher built into an arm - anchor and pull yourself to a point within Near range, or yank a target or object toward you. |
| Nanite Medkit | 2 pts | A self-contained injector loaded with one dose of field-medicine nanites - once per Scene, stabilize yourself or an adjacent ally from dying, no roll. |
| Smartlink | 2 pts | A weapon interface - add one bonus die to attacks with any firearm wired to you. Someone else firing it gets nothing. |
| Pain Editor | 2 pts | Wound Disadvantage from missing Health Levels doesn’t apply to you, and torture, agony effects, and pain-based intimidation simply don’t land. |
| Motion Sensor | 2 pts | Detect anything moving within Near range, through darkness, smoke, or a single wall. |
| Multi-Optic Cluster | 2 pts | Every Sensory Suite upgrade at once, in one eye - darkness, magnification, filtering, and thermal. Replaces Sensory Suite. |
| Molecular Analyzer | 2 pts | Forensic-grade analysis - material composition, residues, age, what a thing was before it was this. Replaces Chemical Analyzer. |
| Cyber-Disguise | 2 pts | Reshape your face and build over a few minutes to pass as a specific other person you’ve studied. Not an illusion - it’s machinery moving bone. |
| Jump Servos | 2 pts | Leap to anywhere within Near range from standing, and take no damage from a fall you chose. |
| Nano-Repair System | 2 pts | An internal repair swarm - recover 1 Health Level once per Scene, no roll and no action. |
| Quick-Change Mount | 2 pts | Swap a hand for another limb-mounted option costing 2 points or less in seconds rather than an hour. |
| Integrated Weapon | 3 pts | A retractable blade, dart launcher, or similar built into a limb - counts as a Light weapon that can never be disarmed or left behind. |
| Reflex Booster | 3 pts | Spend 1 Ki to take one extra Fast action. Once per round, no limit per Scene. |
| Chipware Socket | 3 pts | A skill-chip slot. With a chip on hand, treat any one Skill as Trained for the Scene - swap chips freely between Scenes. |
| Linear Frame | 3 pts | An internal load frame - +4 to one physical sub-stat rather than Myomer Fiber’s +2, but the bulk is not concealable. Replaces Myomer Fiber. |
| Armored Plating | 3 pts | +4 Soak rather than Subdermal Plating’s +2, but it is plainly armor and cannot be concealed. Replaces Subdermal Plating. |
| Chameleon Skin | 3 pts | Hold still and your skin matches what’s behind you - Advantage on Stealth while stationary, lost the moment you move. |
| Cybersnake | 3 pts | A segmented limb that deploys from your torso - reaches Close range, grapples, and gets into places a hand won’t. |
| Internal Power Plant | 3 pts | A sealed generator instead of cells. Your augmentations never run down and never need servicing, cancelling the Maintenance Dependent Limiter if both are taken. |
| Integrated Heavy Weapon | 4 pts | A forearm-mounted ranged weapon - counts as a Medium weapon, never disarmed, and impossible to explain at a checkpoint. |
Deadzone
Some people radiate power. Around you, that aura dims and flickers. The closer you are to them, the harder it is to fuel their abilities. Gifts fizzle, supernatural forces fray and the impossible remains stubbornly out of reach.
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.
- Null Touch (Lesser, 3 pts): a Melee attack of yours that connects applies Level 1’s tax to the target with no extra action or Ki.
- See Through (Lesser, 3 pts): illusions, invisibility and disguises made by Gifts don’t work on you within Close - you see the person under them.
- Sealing Mark (Greater, 6 pts): spend 2 Ki and touch a target: name one of their Gifts. They can’t use it at all for a full Day. Requires Level 3.
- Dead Circuit (Lesser, 3 pts): spend 1 Ki to shut down one Gift-built or Gift-powered device within range (a gadget, a cybernetic part, a drone, a conjured weapon) for the rest of the Scene.
- Null Body (Greater, 6 pts): Gift attacks against you are at Disadvantage. Helpful Gift effects from allies (healing, shields, buffs) also fail on you.
- Sense the Spark (Lesser, 3 pts): you can feel who within Near holds a Gift, and roughly how strong it is (low, middling or high Level).
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.
- Touch Only: your single-target effects only work at Melee range, whatever your Level. The field (Level 4+) is unchanged.
- Always On: at every Level, anyone within Close of you (you, allies and enemies) pays Level 1’s tax on every Gift use, and you can’t switch it off.
- Slow Unravel: shutting down an active effect or stopping a Gift (Level 2) takes a Slow action instead of happening with the Ki spend alone.
- Hollow: you can never hold any other Gift. Deadzone is all you have.
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.
Domination
You don’t persuade people - you decide for them. Everyone has a voice in their head that tells them what to do - you can just make it yours. Meet their eyes, speak with intent, flex your will and a suggestion becomes a command.
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.
- Puppet Strings (Greater, 6 pts): spend 2 Ki on top of the normal cost: a connecting die hands you the target’s whole next turn - you choose its actions, attacks on its own allies included. The self-harm safeguard still applies below Level 5. Requires Level 3.
- Mass Command (Greater, 6 pts): spend 1 Ki per extra target to issue one command to everyone you can meet eyes with within Near. Roll once and check the dice against each target’s Psyche separately.
- Eyes of the Master (Lesser, 3 pts): you always know the direction and rough distance to anyone currently carrying out a command of yours.
- Iron Crown (Lesser, 3 pts): your will is hard to take: rolls to control, command or read your mind are at Disadvantage against you.
- 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.
- Spoken Aloud: commands must be spoken and heard. A target who can’t hear you ignores them, and everyone nearby hears exactly what you ordered.
- Backlash: when no die connects, you lose 1 Sanity - the refusal bounces back into your own head.
- One Command per Scene: each person can only be commanded once per Scene, successful or not.
- They Always Know: every target remembers being commanded afterward, and knows it was you. Can’t be taken with False Memory of Consent.
1- Requires eye contact. Spend 1 Ki and roll 1 + half your Psyche dice per-die against the target’s Psyche wall - a connecting die lets you issue a single-word command (“stop,” “sleep,” “drop it”) that they obey for one action or moment. Commands resulting in self-harm or serious injury automatically fail.
2- Dice rise to 2 + half your Psyche. Commands can now be full sentences rather than a single word, and can be complex - multi-step instructions, conditional logic, or nuanced requests - not just simple directives.
3- Dice rise to 3 + half your Psyche. You may implant a delayed/triggered command - it stays dormant until a specific condition you set occurs, then executes automatically.
4- Dice rise to 4 + half your Psyche. Repeated exposure builds suggestibility: each successful use of this Gift on the same person grants Advantage on your next attempt against them, cumulative and lasting until they’re free of your influence for an extended stretch (GM’s call).
5- Dice rise to 5 + half your Psyche. The self-harm/serious-injury safeguard no longer applies - commands can now be harmful, even lethal.
Drone Swarm
Even when there is no one around, you are not alone. You have a swarm of small machines that follow your every command. Each one is built for a different purpose - combat, defense, healing, transport and more. They move with just a thought. They are your hands, guns, eyes and anything else you can imagine.
Drone Chassis (every deployed drone, regardless of type): Soak 1 · Defense 5 · Health Levels 2 · Movement Rate matches your own · Output Rating 2, rising with your Gift Level. No Skills or Gifts of its own. Acts immediately after you in the turn order, taking a Fast or Normal action each round (never Slow).
Drone Types (chosen per drone, reconfigurable per the Level 1 rule):
- Combat: mounted weapon. Attack dice equal to its Output Rating, capped at 5 so a drone never outguns the heaviest ordinary weapon a person can carry, resolved per-die vs. the target’s Soak, Presence, or Psyche as fits the attack. The Jack In bonus ignores that cap - it is the only thing that does, and it costs you your body to use.
- 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. Those borrowed points are still subject to the Combat drone’s damage cap - only the drone you are actually jacked into ignores it.
- Internal Dock (Greater, 6 pts): your drones house inside your body when not deployed. Nothing shows on a search, nothing comes off you when you are disarmed, and nobody can tell you have them until you use them. Deploying costs a Fast action instead of a Slow one, and a docked drone repairs 1 Health Level per hour.
- 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).
- Combination Protocol (Greater, 6 pts): As a Normal action, lock every deployed drone together into one large drone: Soak 2, Health Levels equal to the parts’ current Health Levels +2, and once per round it may use one type ability of any drone that went into it at your Output Rating +1 (the Combat cap of 5 still applies unless you Jack In). Separating is a Normal action, with damage split as evenly as possible.
- Crossfire (Lesser, 3 pts): When two or more Combat drones attack the same target in one round, that target is Off Balance until the start of its next turn - there is no angle left to cover.
- Remote Feeds (Lesser, 3 pts): See and hear through any deployed drone without Jacking In. Switching feeds is a Fast action, and your body stays yours, though you have Disadvantage on your own Perception while watching another feed.
- Payload (Lesser, 3 pts): Spend 1 Ki as a Fast action to detonate one drone: it rolls its Output Rating in dice (capped at 5) against the Soak of everything within Melee range of it, then it is destroyed.
- Intercept Protocol (Lesser, 3 pts): Once per round, when an ally within Melee range of one of your drones is attacked, the drone throws itself in the way and the attack resolves against the drone instead.
- Hot-Swap Firmware (Greater, 6 pts): Reconfigure a deployed drone into a different type with a Slow action and 1 Ki, instead of 2 hours of work.
- Hive Autonomy (Greater, 6 pts): Give each drone a standing order when you deploy it - conditions and sequences included - and it carries it out with no further commands, including while you are jacked in elsewhere or unconscious. Can’t be taken with Manual Control or One at a Time.
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.
- Line of Signal: Your drones need a clear signal. Any drone you can’t see - behind a wall, through thick smoke, around a corner - freezes in place until you can see it again, and you can’t Jack In to it.
- Feedback: Every drone is wired into your nerves. When one is destroyed, lose 1 Ki; if you were jacked into it, you also take 1 Health Level.
- Narrow Fabrication: You can only build three of the nine drone types, chosen at creation. Reconfiguring only ever moves between those three.
- Manual Control: Your drones act only on rounds in which you spend a Fast action giving orders - skip it and every drone holds still.
- Loud Swarm: Your drones are loud, bright and ugly. While any is deployed you have Disadvantage on Stealth, and bystanders who see them panic or call for help.
1- Deploy Drones: spend 1 Ki as a Slow action to deploy up to 2 drones from your gear, each built as one of nine types (below), chosen when constructed. Reconfiguring a drone into a different type takes 2 hours of dedicated work outside of combat - the drone count never changes, just what each one is. Drones last until destroyed or recalled. Jack In: as a Normal action, sync fully with one deployed drone, adding +2 to its Output Rating for as long as you stay jacked in - but your own body goes still and undefended (no actions, can’t notice threats) until you disengage (a Fast action) or the drone is destroyed.
2- Deploy up to 3 drones. Output Rating rises to 3.
3- Deploy up to 4 drones. Output Rating rises to 4.
4- Deploy up to 5 drones. Output Rating rises to 5. Overwatch: when a drone is destroyed, spend 1 Ki to have it use its type ability one last time, at its current Output Rating, before it goes down.
5- Output Rating rises to 6, and your body is no longer fully defenseless while jacked in - it can still take Fast actions (moving, ducking for cover), just not perceive normally. Once per Scene, spend 2 Ki per Combat-type drone firing for Full Barrage: every Combat-type drone you command fires at once, all their dice pooled into a single attack against one target. Each drone’s dice are capped individually first, then pooled; the pool itself has no ceiling.
Duplication
One of you is just a start. You can split yourself into copies. The copies have your face, your skills, and your memories up to the moment of the split. They are all you. It gets weird, but at least you all have the same taste in movies, right?
This Gift always costs Ki, at every Level. There is no mastery discount to free. You can dismiss any or all of your clones instantly, at will, no action required.
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.
- Hollow Copies (Lesser, 3 pts): for 1 Ki, create two hollow copies instead of one clone; together they count as a single clone against your cap. A hollow copy can’t attack, carry or touch anything and pops on any contact, but looks and sounds exactly like you.
- Body Swap (Lesser, 3 pts): as a Fast action, swap places with any clone you can currently direct. No Ki.
- Shared Eyes (Lesser, 3 pts): you perceive through one clone of your choice in real time, not only when it ends; switching which clone is a Fast action.
- Shell Game (Lesser, 3 pts): spend 1 Ki as a Fast action while at least one clone is within Close range of you; until you attack or take a Slow action, attacks against you are at Disadvantage from anyone who didn’t see the shuffle from Melee range.
- Substitution (Greater, 6 pts): once per round, when an attack would connect with you, spend 1 Ki to swap places with a clone within Close range; the attack strikes the clone instead and it pops.
- Clone Burst (Greater, 6 pts): spend 1 Ki when a clone pops or you dismiss it: it bursts, rolling your Duplication Level + half your Ferocity against the Soak of everyone at Melee range with it.
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.
- Memory Flood: whenever two or more clones end in the same round, the returning memories hit at once and you are Distracted until the end of your next turn.
- Divided Strength: while one or more clones exist, you and every clone roll 1 fewer die on every attack.
- Anchor Body: the moment you lose a Health Level, every clone you have pops at once. Can’t be taken with Shared Pain.
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.
Elemental Aura
You can surround yourself with a mantle of power. It wraps you in a cloak of energy, protecting you and lashing out at any threat that dares touch you. You choose whether it burns, freezes, distorts, radiates, crackles or defies description - within its reach, the world itself begins to obey the nature of your power.
“Element” is a broad catch-all, not limited to the four classical elements - fire, ice, lightning, steam, darkness, radiation, cosmic energy, void, magnetism, or whatever else fits what you actually are. Chosen once, at creation.
Activating the aura is a Slow action. Maintaining it requires a Gift Check every turn it stays active - failure costs 1 Ki, at any Level. At Level 5, a turn spent lashing out with the aura (below) skips the maintenance check entirely, since spending Ki to attack already covers the cost.
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.
- Quick Kindle (Lesser, 3 pts): activating the aura is a Fast action instead of Slow.
- Banked Embers (Lesser, 3 pts): you may hold the aura inward: invisible and dealing no contact damage, but still removing dice from attacks of your element. Flaring it to full is a Fast action. Can’t be taken with Visible Aura.
- Searing Hold (Lesser, 3 pts): while you are Grabbed or grabbing someone, they take your contact damage at the start of every one of your turns, no attack needed.
- Flashpoint (Lesser, 3 pts): when you lose a Health Level while the aura is up, it flares: your next contact damage this Scene rolls 2 extra dice, no Ki.
- Shelter in the Storm (Greater, 6 pts): one ally at Melee range with you also has incoming attacks of your element reduced by your aura, exactly as yours are.
- Drink the Element (Greater, 6 pts): once per Scene, when your aura removes every die of an incoming elemental attack (Level 4+), spend 1 Ki to regain 1 Health Level. Requires Level 4.
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.
- Backburn: whenever the aura deals damage, roll 1 die against your own Soak as well - the element doesn’t spare you.
- Temper Leak: whenever you lose a Health Level, the aura raises itself (no action, maintenance still due) and can’t be dropped before the end of your next turn; raised this way, it strikes allies who touch you as readily as foes.
- Fed by the Source: the aura can only be raised while a real source of your element is within Near range (a flame, a storm, a live cable); losing the source drops it at the end of the round.
1- Before an incoming attack of your chosen element resolves, remove one quarter of its dice (rounded down), then resolve the rest normally against your Soak. Anyone who touches you takes 1 + half your Ferocity vs their Soak.
2- Remove half of an incoming elemental attack’s dice (rounded down) before it resolves. Contact damage rises to 2 + half your Ferocity.
3- Remove three quarters of an incoming elemental attack’s dice (rounded down). The trigger widens from requiring actual touch to anyone striking you at Melee range - damage rises to 3 + half your Ferocity.
4- Full immunity - all dice from an incoming attack of your chosen element are removed before it resolves; nothing gets through. Contact/Melee damage rises to 4 + half your Ferocity. The aura’s presence extends to Close range: anyone nearby (not just attacking you) suffers a minor environmental effect fitting the element, GM-adjudicated to theme.
5- Immunity persists. Damage rises to 5 + half your Ferocity. The aura can be projected as an attack: spend 1 Ki to strike a target at Near range without contact, same per-die-vs-Soak resolution - doing so on a turn skips that turn’s maintenance Gift Check.
Elemental Manipulation
The elements answer your call - fire dances, gravity warps, shadows writhe, electricity crackles - all obeying your will. You don’t command an element in a single, practiced way. You are an improvisational artist, finding new ways to alter the world with your will when the need arises.
Your domain - fire, darkness, gravity, time, the weather, the temperature of a room, even what people perceive as real - is chosen once, at creation.
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.
- Domain Sense (Lesser, 3 pts): while a zone of yours is up, you know where everyone inside it is and can’t be Surprised by anything within it.
- Precision Working (Lesser, 3 pts): spend 1 Ki when you aim a Level 1 effect at one creature (darkness over only their eyes, frost locking one knee); on a success they are Blinded, Deafened, Off Balance or Prone (your choice, fitting the domain) until the end of their next turn.
- Snap Shaping (Lesser, 3 pts): once per round you may make the Level 1 roll as a Fast action, at Disadvantage.
- Living Construct (Greater, 6 pts): spend 1 Ki to shape a person-sized construct of your domain that lasts a Scene, acts right after you and takes one Fast or Normal action per round - carrying, blocking a doorway, holding someone Grabbed. It deals no damage and collapses on any connecting hit.
- Second Domain (Greater, 6 pts): choose a second domain when you buy this; every Level of the Gift works with both, and one effect may blend them (steam from fire and water, a storm of shadow).
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.
- Conducted: every effect needs both hands free and broad, visible gestures; while Grabbed or holding anything, the Gift doesn’t work.
- Weather of the Heart: whenever you become Frightened or Flustered or lose a Health Level, your domain lashes out unbidden - the GM creates one Level 1 effect of their choice around you.
- Held by Will: your zones and ongoing effects end the moment you’re Distracted or lose a Health Level (Level 4 permanent effects excepted).
- Slow Hands: the Level 1 roll is a Slow action instead of Normal. Can’t be taken with Snap Shaping.
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.
Enhanced Speed
You move faster than most people can comprehend. Nerves fire faster and muscle moves you more rapidly than a human frame should be capable of. Thought and action compress into fractions of a second. The world seems to pause when you decide to act.
The extra action this Gift grants can never be a Slow action, at any Level - moving this fast isn’t conducive to the precision a Slow action demands.
The Disadvantage imposed on attackers (Levels 4-5) doesn’t apply if the attacker has Enhanced Speed at the same Level - matched speed cancels the edge; only someone slower than you gets caught flat-footed by it.
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.
- Slow-Motion Eye (Lesser, 3 pts): spend 1 Ki before defending against a ranged or thrown attack to defend with Advantage - you watch it come in slow motion.
- Running Start (Lesser, 3 pts): on a Ki-spend turn, an attack made at the end of a move of at least one Range Band knocks the target Off Balance if any die connects.
- Blur Work (Lesser, 3 pts): spend 1 Ki to finish a non-combat task that would take up to a Minute (searching a room, packing a bag, reading a file) in a single Round.
- Rescue Sweep (Lesser, 3 pts): on a Ki-spend turn, you may carry one ally or bystander along with your movement, no penalty, and set them down anywhere on your path.
- Unleashed (Greater, 6 pts): once per Scene, declare you’ve stopped holding back: for the rest of the Scene the extra-action spend may be used one more time per round than your Level allows. When the Scene ends you are Exhausted.
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.
- Can’t Stop on a Dime: on a Ki-spend turn you must use your full multiplied Movement Rate; if walls, crowds or the scene prevent it, you’re Off Balance at the end of the turn.
- Ravenous: after any Scene in which you used the extra-action spend, you must eat a large meal before your next rest, or you start your next Scene Exhausted.
- Paper Frame: on a turn you use the extra-action spend, the first hit that connects with you costs 1 extra Health Level.
1- At the beginning of combat, you may take one Fast or Normal action before anyone else acts - before even the Fast Action Bracket resolves. If more than one character has this Gift, they act among themselves in Initiative order, but all still act before the normal turn order begins.
2- Once per round, you may spend 1 Ki to take an additional Fast action, resolved immediately after your normal action for that round - it doesn’t change your Action Bracket or Initiative position, just adds a second action on top. For the rest of that turn after spending the Ki, your Movement Rate is x1.5.
3- The extra action from Level 2 can now be a Fast or Normal action, still 1 Ki, still once per round. Roll Initiative as 2d10 and keep the higher die. The post-Ki-spend Movement Rate multiplier rises to x2 for the rest of that turn.
4- The extra-action spend can now be used up to twice per round (still 1 Ki per use). On any turn where you’ve spent Ki this way, attacks made against you that turn are at Disadvantage - you’re moving too fast to track cleanly. The post-Ki-spend Movement Rate multiplier rises to x3 for the rest of that turn.
5- The extra-action spend can now be used up to three times per round (still 1 Ki per use, still Fast or Normal only). Attacks made against you are at Disadvantage on any turn you spend Ki this way. The post-Ki-spend Movement Rate multiplier rises to x5 for the rest of that turn.
Enthrall
When you enter a room, everyone feels it - eyes fall on you, attention settles and it becomes difficult to care about anything else. You might inspire fascination, awe or dread. You don’t command anyone to do anything, you are simply the most compelling person in the room.
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.
- Dread Made Flesh (Lesser, 3 pts): a target locked in dread is Frightened of you while within Close range of you.
- Rapture (Lesser, 3 pts): a target locked in fascination is Distracted whenever it acts against anyone other than you.
- Rallying Awe (Lesser, 3 pts): allies you’ve locked in awe can’t be Frightened while they can see you.
- Dim the Light (Lesser, 3 pts): spend 1 Ki as a Fast action to turn your presence inside out for a Scene: you draw no attention, and gain Advantage on rolls to blend into a crowd or go unnoticed.
- Command the Room (Greater, 6 pts): once per Scene, as a Slow action, everyone currently locked onto you stops and watches you for 1 Round, taking no actions unless attacked.
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.
- Feel It First: you can only project an emotion you honestly feel; while you’re Frightened or Flustered the Gift won’t activate at all.
- They Remember: everyone you affect knows afterward that something was done to them; once the Scene ends you’re at Disadvantage on Social rolls against anyone you’ve locked.
- Devotees: people you lock don’t let go: once per session the GM brings one back at the worst possible moment, wanting your attention.
1- Requires the target to perceive you. Spend 1 Ki; make the standard to-hit roll (Fire vs. their Social Defense). On success, roll 1 + half your Presence dice per-die against their Presence wall - a connecting die locks their attention onto you for the scene: awe, dread, or fascination, your choice. No specific action compelled, just overwhelming presence.
2- Dice rise to 2 + half your Presence. Effect now reaches everyone perceiving you within Close range - each target gets their own to-hit roll and, on success, their own dice vs. their Presence wall.
3- Dice rise to 3 + half your Presence. You may split the effect’s flavor by target in the same use - dread for hostiles, awe or magnetism for allies/bystanders.
4- No to-hit roll required anymore - your presence is overwhelming enough that it simply rolls 4 + half your Presence dice per-die against the target’s Presence wall directly. Repeated exposure builds a hold: each successful use on the same person grants Advantage on your next attempt against them, cumulative, lasting until they’re away from you for an extended stretch (GM’s call).
5- Dice rise to 5 + half your Presence, still no to-hit roll needed. Range extends to everyone perceiving you within Near, and a natural 10 on any die (not just a connect) causes the target to freeze or flee outright for a Round, unable to act against you at all.
Flight
Gravity is a mere suggestion for you. You can fly somehow. Whether you manipulate gravity, grow wings, or ride the currents of the aetheric wind, you are no longer tethered to the ground.
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.
- Sky Perch (Lesser, 3 pts): on a turn you hover without moving, your ranged attacks against grounded targets have Advantage.
- Last-Instant Catch (Lesser, 3 pts): once per round, spend 1 Ki to move your full flying Movement Rate outside your turn to catch a falling or thrown person or object.
- Downdraft (Lesser, 3 pts): spend 1 Ki as a Normal action while airborne: everyone at Close range below you is Off Balance, and smoke, gas or loose debris there is blown clear.
- Barrel Roll (Greater, 6 pts): when you pay the Level 3 juke, its Advantage applies to every attack against you until your next turn, not just the one.
- Lend the Sky (Greater, 6 pts): spend 1 Ki to grant one ally within Close range your Level 1 flight for a Scene.
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.
- Clipped Wings: your flight comes from wings or a rig; a Called Shot that costs you a Health Level on your back or arms grounds you until a Short Rest.
- Low Ceiling: you can never rise higher than a single-story roof; Level 2’s hover out of Melee reach never applies.
- Heavy Wings: staying aloft isn’t free: every round airborne after the first requires a Gift Check.
- Needs a Launch: taking off is a Slow action unless you drop from a height or run a full move first.
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.
Forcefield
You can focus your will into a barrier that stands as a bulwark between you and the world. It may manifest as a shimmering bubble, an invisible wall of force or a solid shield. Whatever form it takes, it exists for one purpose - to stop whatever the world throws at it.
Chosen once, at creation: your Forcefield’s Form.
- 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 all four Zones, a single target (yourself, or one ally within range once Level 3+).
The barrier occupies the same Zone(s) as any worn armor and follows the normal rule that armor doesn’t stack within a Zone - raising it over a Zone that’s already covered by real armor replaces that armor’s protection for as long as the barrier holds, it doesn’t add to it. Maintaining the barrier requires a Gift Check every turn it stays up - failure costs 1 Ki, at any Level.
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).
- Stepping Panes (Lesser, 3 pts): spend 1 Ki to set small barrier platforms in the air for a Scene; you and allies can climb and stand on them anywhere within Near range.
- Ward Line (Lesser, 3 pts): lay a faint barrier across a doorway, path or window for a Scene; it stops nothing, but you know the instant anything crosses it.
- Standing Wall (Greater, 6 pts): raise the barrier as a flat wall anywhere within Close range instead of on a body; it blocks passage and attacks across it, with the same Hardness and Health Levels.
- Rebound (Greater, 6 pts): when the barrier’s Hardness stops every die of an attack, spend 1 Ki to throw it back: roll your Forcefield Level + half your Ferocity against the attacker’s Soak.
- Barrier Cage (Greater, 6 pts): spend 1 Ki to raise the barrier around one foe at Close range instead: they can’t leave it or attack out of it until its Health Levels are broken from either side.
- Fortification (Greater, 6 pts): spend 2 Ki to lock down the place you are standing in for a Scene. Every door, window, vent and other way in or out is sealed by the barrier, each one with the barrier’s Hardness and Health Levels, tracked separately. Walls, floor and ceiling use your barrier’s Hardness in place of their own if it is higher. Nothing passes a sealed opening, and attacks can’t be made through one, until its Health Levels are broken; you know the instant one is struck. The lockdown covers a room at Levels 1-2, a floor of a building at Level 3, and a whole building at Level 4 and up. It lasts until the Scene ends, you leave, or you drop it as a Fast action. The Gift Check to keep the barrier up still applies each turn. Requires Level 2.
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.
- Cracks Run Deep: when the barrier loses its last Health Level, you lose 1 Health Level too.
- Planted: you can’t move from where you stand while the barrier is up.
- Sealed In: the barrier gets in your way too. While it covers you, any attack you or anyone else inside it makes against a target outside the barrier is at Disadvantage. Attacks between people inside the barrier are made normally.
1- As a Normal action, no Ki cost, raise the barrier: Hardness 3, Health Levels 2 (before your Form’s modifier), resolved with the exact same two-stage mechanic as worn armor - it covers all four Zones at once. Lasts until depleted or dismissed (a Fast action to drop early).
2- Hardness rises to 4, Health Levels rise to 3.
3- Hardness rises to 5, Health Levels rise to 4. Personal Barrier may now be raised over one ally within Melee range instead of yourself; Bubble Barrier’s radius extends to Close.
4- Hardness rises to 6, Health Levels rise to 5. Personal Barrier’s ally range extends to Close; Bubble Barrier’s radius extends to Near.
5- Hardness rises to 7, Health Levels rise to 6. Once per Scene, spend 1 Ki to instantly restore a depleted barrier to full Health Levels, re-raising it as a Fast action.
Gadgeteer
Tinfoil, bubble gum, baling wire, a pile of junk and a workbench are all you need to make something useful. Parts that should never be in the same space work together flawlessly in your hands. Circuits are built without schematics and impossible configurations emerge from the chaos in your backpack. It may look like the innards of a VCR taped to a tennis racket, but that ionizing radiation detector works exactly as intended.
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.
- Trusty Contraption (Lesser, 3 pts): one named gadget of yours never exhausts its purpose; if it breaks, repairing it is a Fast action, no roll.
- Field Repair (Lesser, 3 pts): roll Air + Difficulty as a Normal action to get a broken device, vehicle or piece of armor working again for the rest of the Scene.
- Booby Trap (Lesser, 3 pts): a combat gadget may be set as a trap; it triggers on the first person to come within Melee range of it, who is Surprised against it.
- Tech Talk (Lesser, 3 pts): spend a Normal action explaining how your gadget works, out loud, to everyone present; its next use gains Advantage.
- Kitbash (Greater, 6 pts): as a Normal action, merge two of your working gadgets into one, keeping every function of both even beyond your Level’s function cap.
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.
- Prototype Jitters: every use of a combat gadget needs a Gift Check; on a failure the gadget breaks after this use, instead of costing Ki.
- Only You Understand It: no one else can use your gadgets - in anyone else’s hands they do nothing.
- Kaboom: when one of your gadgets breaks, it goes off: roll 2 dice against the Soak of whoever holds it (usually you).
1- Given scrap and roughly an hour of focused work, roll Air + Difficulty (GM sets Difficulty by how complex the gadget is) to build one simple, single-function gadget - a lockpick set, a basic signal jammer, a simple sensor, a makeshift flashlight upgrade. It works reliably until broken or its narrow purpose is exhausted. A gadget may carry a minor combat function (a shock prod dealing 1d10, a shim granting +1 Soak); those cost 1 Ki to build, pure-utility ones are free.
2- Build time drops to just a few minutes regardless of complexity. Gadgets can now have two functions instead of one, and a combat function rises to 3d10 damage or +3 to a defensive stat.
3- You can now build a gadget on the fly, mid-combat, as a single Fast or Normal action, improvising from whatever’s on hand. Gadgets can have up to three functions. Combat-relevant gadgets scale up - 2d10 damage, or +2 to a defensive stat. Ki cost for combat-capable gadgets rises to 2.
4- Building a gadget is now only a Fast action. Gadgets can have up to four functions. Combat-relevant gadgets scale to 4d10 damage or +4 to a defensive stat. Ki cost for combat-capable gadgets rises to 3.
5- Combat-relevant gadgets scale to 5d10 damage or +5 to a defensive stat. Gadgets can have up to five functions. Ki cost drops back to 2 for combat-capable gadgets. Additionally, once per session, you can build one extraordinary one-off device capable of a dramatic, GM-approved effect beyond the normal function cap - a signature invention.
Grace Period
You cannot run away from the consequences of your actions, but you can make them wait in line. You can make the universe hold back for a brief while - taking a moment to take a deep breath before the tidal wave of action and reaction crashes over you. You still hurt. The trap still goes off. The disaster still arrives… you just get to decide when.
This Gift always costs Ki, at every Level. There is no mastery discount to free.
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.
- Appointed Hour (Lesser, 3 pts): when you delay a consequence, you may name the exact moment within the duration when it lands (when you’re across the bridge, when the guard walks under it).
- Sense of the Hour (Lesser, 3 pts): once per Scene, spend 1 Ki when you would be Surprised; you aren’t - you felt the consequence queuing up.
- Hold That Thought (Lesser, 3 pts): any condition (Staggered, Frightened, Envenomed, Exhausted and the like) counts as a minor consequence, so Level 1’s 1 Ki can hold it off for 1 Round.
- Redirected Reckoning (Greater, 6 pts): when a delayed consequence lands, spend 1 Ki to have it land on something else in its path instead - an object, or a foe now standing where you were.
- Not Now (Greater, 6 pts): once per Scene, spend 3 Ki: every Health Level you would lose for the rest of the Scene is held back, and they all land together when the Scene ends.
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.
- Spoken Stay: you must name the consequence aloud to delay it; while gagged, silenced or otherwise unable to speak, the Gift doesn’t work.
- One Debt at a Time: you can hold only one delayed consequence at once; delaying a new one releases the old immediately. Can’t be taken with Shared Reprieve.
- Unmoored: every use leaves you out of step with time: you’re Off Balance until the end of your next turn.
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.
Healing
With a touch, you remind the body of what it is. Sickness fades and wounds close under your hands. Even fatal illnesses and afflictions that should linger are healed by your attention.
This Gift always costs Ki, at every Level. There is no mastery discount to free.
Additionally, given dedicated care each Day, you can heal away a Physical scar entirely, on someone else, in Days equal to how far below 0 their Health went. Healing never touches a Mental or Social scar.
Adders
- 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.
- Triage Touch (Lesser, 3 pts): as a Fast action, touch a target to learn exactly how many Health Levels they’ve lost and every poison, disease, curse or condition on them, hidden ones included. No Ki.
- Soothing Hands (Lesser, 3 pts): the same touch and 1 Ki can instead clear Frightened or Flustered from the target, calming the mind as well as the body.
- Borrowed Vigor (Lesser, 3 pts): a willing target may pay any Ki cost of this Gift from their own Ki instead of yours.
- Mending Circle (Greater, 6 pts): as a Slow action, spend 3 Ki to restore 1 Health Level to every willing ally within Close range (Near at Level 3+). It counts as your use for the Round.
- Pulled Back (Greater, 6 pts): once per Scene, when a target within your healing range takes a hit, spend 2 Ki as a reaction, outside your turn, to heal them at once, even if you’ve already healed this Round.
- Undoing Touch (Greater, 6 pts): run the Gift backward: spend 1 Ki and make an unarmed Melee attack that rolls your Level plus half your Ferocity in dice against Soak, reopening old wounds.
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.
- Can’t Heal Yourself: this Gift never works on you, at any Level.
- Patient Pays: every use of this Gift leaves its target Exhausted until the end of the Scene; the body pays for its own repair.
- Laying On of Hands: every use needs bare-skin touch, at every Level. Level 3’s range extension to Close never applies.
- Must Understand the Wound: any cure (poison, disease, curse or condition, not a restored Health Level) needs a successful Gift Check on top of its Ki cost. On a failure the cure doesn’t take and the Ki is spent anyway.
- Healer’s Fatigue: the third time you use this Gift in a Scene, and every use after, you become Exhausted until you rest.
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.
Heightened Senses
Eyes like a hawk. Nose like a bloodhound. Ears like a bat. Your senses are more finely tuned than most. You hear distant sounds clearly. Darkness no longer hides things from you. The world is full of information that most people cannot perceive and you take it all in.
Which sense (or senses) sharpen, and how, is chosen once, at creation - enhanced hearing, night vision, telescopic sight, microscopic focus, or something else that fits the concept.
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.
- Tell the Lie (Lesser, 3 pts): Advantage on rolls to tell whether someone within Close range is lying or afraid, read off a racing heartbeat, the scent of sweat or a flicker in the eyes, whichever fits your sense.
- Blind Fighter (Lesser, 3 pts): if your chosen sense isn’t sight, being Blinded doesn’t give you Disadvantage against targets within Close range that your sense can pick up.
- Signature Imprint (Lesser, 3 pts): sense a person for a full Round and you know them again by that sense alone; disguise, darkness, a changed voice or a new face don’t fool you.
- Shared Senses (Lesser, 3 pts): spend 1 Ki and touch an ally: for the rest of the Scene, they gain your Level 1 benefit with your chosen sense.
- Bullet Time (Greater, 6 pts): once per Round, when an attack you can sense coming targets you, spend 1 Ki to impose Disadvantage on it.
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.
- Dulled Elsewhere: everything else fades while one sense runs hot: Disadvantage on any Perception roll that doesn’t use your chosen sense.
- Glass Nerves: any effect that would leave you Blinded or Deafened (whichever matches your sense) lasts 1 Round longer, and you have Disadvantage resisting it.
- Trance Focus: piercing an obstacle (Level 3+) needs stillness: you’re Distracted for as long as you keep it up.
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).
Immovable
What happens when an irresistible force meets an immovable object? When you finally meet an irresistible force, you will let the rest of the world know. You stand against impossible forces. Attempts to move you aside feel like trying to shoulder a mountain aside. Once you plant your feet - it becomes a matter of overcoming your will.
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.
- Planted (Lesser, 3 pts): while you haven’t moved this Round, you can’t be made Off Balance or knocked Prone.
- Living Wall (Lesser, 3 pts): standing in a doorway, corridor or gap, you block it outright: no one can slip past or around you without first moving you.
- Dead Weight (Lesser, 3 pts): no one can drag or carry you against your will, and anyone you’ve Grabbed can’t pull free by moving you; they have to break your hold.
- Stored Impact (Greater, 6 pts): when you resist a forcing attempt, spend 1 Ki to store the blow. Once before the Scene ends, release it: your next Potence roll or melee attack is at Advantage and a hit knocks the target Prone.
- Unmoved Mind (Greater, 6 pts): your footing reaches your will: Advantage against any effect that would make you move or flee against your will, including Frightened, commands and compulsions.
- 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.
- Feet on the Ground: this Gift only works while you stand on solid ground: not mid-jump, climbing, swimming, on ice or while Prone.
- Stone in Water: you can’t swim. In deep water you sink and must walk out along the bottom, holding your breath.
- Never Step Back: a vow: you can never move away from an enemy who is in Melee with you. You may hold or advance, never retreat.
- Bearing the Load: after you resist a supernatural forcing attempt, you’re Exhausted until the end of the Scene.
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.
Insubstantiality
Solid matter isn’t really that solid, is it? It’s mostly empty space. You can slip out of phase with the material world and pass through solid matter. Walls, doors and other barriers are no obstacle to you. While you are out of phase, the world passes through you just as easily.
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.
- Slip the Hold (Lesser, 3 pts): when you’re Grabbed, spend 1 Ki as a reaction to phase free, at any Level.
- Sink and Hide (Lesser, 3 pts): while phased you can stop inside a wall, floor or other solid matter and stay hidden there for as long as the phase lasts.
- Ghost Drop (Lesser, 3 pts): phase through a floor to drop to the level below, and take no damage from any fall you started by phasing.
- Phantom Disarm (Lesser, 3 pts): touch a held weapon or object and spend 1 Ki: it phases, drops through its holder’s grip and lands at their feet.
- Hand Inside (Greater, 6 pts): while any part of you is phased (Level 3+), spend 1 Ki to reach through armor: your next unarmed attack this Round ignores all Soak and Hardness from worn armor. Requires Level 3.
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.
- Held Breath: you can’t breathe while phased. After 3 Rounds phased, lose 1 Health Level per Round until you solidify.
- Naked Passage: your clothes and gear don’t phase with you. Anything worn or held drops, or stays behind on the near side of the wall.
- Phase-Struck: Gifts and supernatural attacks ignore your phasing entirely, and hit you at Advantage while you’re phased.
- Unanchored: while fully phased you sink: you must spend a Fast action per Round to stay on your feet, or drop through the floor to the level below.
- 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.
1- Spend 1 Ki and a Fast action to phase for 1 Round - pass through a thin barrier (a door, a thin wall). You can’t attack or be attacked while phased, and it ends automatically once you’re through.
2- Phasing now lasts up to 1 Minute (about 10 Rounds), letting you move through multiple thin obstacles in sequence. Still can’t attack while phased.
3- You can now phase through thicker, more substantial barriers - solid stone, concrete - and phase only part of your body instead of the whole thing. While phased, the phased part is immune to Physical damage - attacks pass through it the same way you pass through walls.
4- Phasing can be maintained for a full Scene (toggled on/off at will) instead of just a Minute. You may now attack while phased, though only as a Mental or Social attack - your body still can’t physically connect with anything solid.
5- You may extend the effect to one other person you’re touching, phasing them along with you. You can also phase instantly as a reaction to dodge an incoming attack. Ki cost drops to 0.
Invisibility
Hide and seek world champion five years running. Only, you weren’t really hiding. Light passes around or through you. Eventually you can hide scent and sound. There is simply nothing to find unless someone knows exactly where and how to look.
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.
- Out of Nowhere (Lesser, 3 pts): your first attack from invisibility per Scene leaves its target Surprised.
- Afterimage (Greater, 6 pts): when you turn invisible, spend 1 extra Ki to leave a visible double where you stood. It keeps up your last action for 1 Round and draws any attacks aimed at you.
- Unseen Aura (Lesser, 3 pts): while invisible, Gifts and supernatural senses trying to find you roll at Disadvantage.
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.
- Blind While Unseen: light passes through your eyes too: you’re Blinded for as long as you’re invisible.
- Gear Shows: clothes and held items stay visible. To be truly unseen you go naked and empty-handed.
- Rain Reveals: rain, snow, smoke, dust or thrown powder outline you: in any of them, anyone looking can see where you are.
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).
Jumping
You don’t run to the edge and jump. You just jump. A single push can clear rooftops, ravines, and anything else standing between you and where you want to be. With enough power, the landing itself becomes a weapon, turning the force of your descent into a devastating impact.
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.
- Air Step (Lesser, 3 pts): spend 1 Ki to kick off the empty air once mid-jump, adding a second jump with no surface needed.
- Pinpoint Landing (Lesser, 3 pts): when you make a Level 4+ landing impact, you can fold it into the one target you land on instead of everyone within Close: it’s at Advantage and a hit knocks them Prone. Requires Level 4.
- Pounce (Lesser, 3 pts): when a jump ends in Melee with an enemy, spend 1 Ki: they’re Off Balance and your first attack against them this Round is at Advantage.
- Catch and Carry (Lesser, 3 pts): carry one person or an equal load through any jump at full distance, and once per Round, jump to catch a falling person within your jump range as a reaction.
- Hang Time (Lesser, 3 pts): hover at the top of a jump until the end of the Round; a ranged attack made from there is at Advantage.
- Evasive Bound (Greater, 6 pts): once per Round, when an attack targets you, spend 1 Ki as a reaction to leap up to your Movement Rate away: the attack is made at Disadvantage.
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.
- Run-Up: every jump needs a run-up of at least your Movement Rate. From a standing start you jump like anyone else.
- Hard Landings: any landing from a jump longer than 2x your Movement Rate leaves you Off Balance until your next turn.
- Sky Target: while you’re airborne, ranged attacks against you are at Advantage.
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.
Marked for the Hunt
After you mark your target, the hunt runs itself. A part of your consciousness and awareness stays fixated on them no matter where they go. Hiding becomes more difficult. Escape is no longer a certainty. Every encounter with your quarry is a step towards the inevitable end.
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.
- Blood Token (Lesser, 3 pts): you can mark someone you can’t see while holding a piece of them: hair, blood, or something they’ve worn for a Day or more.
- Chosen Prey (Lesser, 3 pts): pick one kind of quarry at creation (a species, a faction, a kind of creature). Marking one of them costs no Ki.
- Dread of the Hunted (Lesser, 3 pts): your quarry knows they’re marked. When they start their turn within Near of you, they roll Moira + Difficulty or are Frightened of you until their next turn.
- No Escape (Greater, 6 pts): once per Round, when your marked target moves away from you, spend 1 Ki as a reaction to move up to your Movement Rate after them, outside your turn.
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.
- Mark on a Hit: you can only mark a target by touching them or landing a hit, never on sight alone. Can’t be taken with Blood Token.
- Mirror Mark: the mark runs both ways: your quarry always knows your rough direction too.
- Obsession: while your quarry is in the Scene, you’re at Disadvantage on any roll not aimed at them.
- Waking Watch: the mark only holds while you’re awake. Sleep or unconsciousness ends it, Level 4’s permanence included.
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).
Martial Artist
The cliche is that your hands are deadly weapons. Sometimes, cliches are true. Years of training and study have turned every punch and kick into deadly blows. Training has taught you to read your opponent and anticipate their attack before it lands. You know when to strike, when to yield and when to obstruct for maximum effectiveness.
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.
- Sealing Strike (Greater, 6 pts): spend 2 Ki on a successful unarmed hit: the target can’t use a Gift or spend Ki until the end of their next turn.
- Through the Armor (Greater, 6 pts): spend 1 Ki on an unarmed attack: it ignores the Soak and Hardness added by worn armor, striking the body behind it. Can’t be taken with Marked Hands.
- Deflecting Palm (Lesser, 3 pts): while Guard is active, thrown weapons and arrows are at Disadvantage against you; you slap them aside.
- Holding Back (Lesser, 3 pts): once per Scene, reveal your real skill: the first unarmed attack after you do is at Advantage and leaves the target Surprised.
- Stone Splitter (Lesser, 3 pts): your unarmed strikes break things: roll at Advantage against any object’s Hardness.
- Light Feet (Lesser, 3 pts): spend 1 Ki to run up a wall or across water for your full Movement Rate this Round.
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.
- Empty Hands: every benefit of this Gift is lost while you hold anything in either hand, shield and torch included.
- Named Techniques: every Ki spend on this Gift is a technique you shout aloud: it breaks Stealth, and it never catches a target Surprised.
- Honor Code: a vow: you can’t use this Gift against a target who is Prone, Surprised or fleeing. Can’t be taken with Holding Back.
- Broken Focus: while you’re Frightened, Flustered or Distracted, you can’t use Guard and your unarmed Damage drops back to 1.
1- Your unarmed strikes deal 2 Damage (up from the baseline 1), resolved with the same per-die-vs-Soak mechanic as a weapon. No Ki, no Gift Check. You also gain Guard: as your action, forgo attacking to brace instead, gaining +2 Soak until the start of your next turn.
2- Unarmed Damage rises to 3, matching a Knife or Handgun. Guard’s bonus rises to +3.
3- Unarmed Damage rises to 4, matching a Sword or Rifle. Guard’s bonus rises to +4. Spend 1 Ki on a successful unarmed hit to stagger the target, imposing Disadvantage on their next roll before the end of their next turn.
4- Guard can now be held as a Fast action, usable reactively - even outside your own turn, once per round - instead of only on your own turn.
5- Unarmed Damage rises to 5, matching a Two-handed sword or Heavy weapon - your bare hands hit as hard as anything on the weapon table. Guard’s bonus rises to +5. The stagger effect (Level 3) no longer costs Ki.
Memory Manipulation
Memories are stories that your mind whispers to itself. You’ve learned how to step in and rewrite the script. You can edit what is remembered - removing things remembered and adding events that never happened. These altered memories feel as real as the original.
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.
- Mind Fog (Lesser, 3 pts): an edit leaves the target Distracted until the end of their next turn, lost between what was and what they now remember.
- Remembrance (Lesser, 3 pts): the same roll can restore a memory that was erased or altered, including one changed by another Gift.
- Gifted Memory (Lesser, 3 pts): spend 1 Ki and touch a willing target to give them one of your own memories. They keep it as if they’d lived it: sights, words, a route, a face, but no skill.
- Buried Deep (Lesser, 3 pts): spend 1 Ki to bury one of your own memories. Telepathy, interrogation and other Gifts can’t reach it until you choose to dig it back up.
- Sleeper Trigger (Greater, 6 pts): an implanted memory (Level 2+) can stay dormant until a trigger you set - a phrase, a place, a face - then surfaces all at once as though just recalled. Requires Level 2.
- Forgotten Craft (Greater, 6 pts): a connecting die can make the target forget how to use one Skill until the end of the Scene; they roll it as Untrained.
- Taking the Edge Off (Lesser, 3 pts): with one session each Week, rework the memory behind a Mental scar until it stops biting, in Weeks equal to how far below 0 their Sanity went. They keep the memory; it only stops hurting. Works on you as well as on someone else. Requires Level 3.
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.
- Eye to Eye: the target must be able to see your eyes. A Blinded target, or one looking away, can’t be edited.
- Living It: you relive every memory you erase or rewrite: after an edit you’re Distracted until the end of your next turn, and a violent or traumatic memory costs you 1 Sanity.
- Dreams Return: an edit only holds for a Week. After that the true memory resurfaces in the target’s dreams and comes back, unless you edit it again. Can’t be taken with One Edit, Once.
- Spoken Script: you must narrate the edit aloud to the target as you make it; there’s no doing it quietly.
1- Requires touch. Spend 1 Ki; make the standard to-hit roll (Air vs. their Mental Defense). On success, roll 1 + half your Psyche dice per-die against their Psyche wall - a connecting die erases one specific, recent memory (something from the last few minutes: a name overheard, a face seen, this exact encounter).
2- Dice rise to 2 + half your Psyche. You may implant a simple false memory in place of the erased one, instead of leaving a blank.
3- Dice rise to 3 + half your Psyche. Range extends to Close, touch no longer required. You can now target older, more significant memories, not just recent ones.
4- No to-hit roll required anymore - it simply rolls 4 + half your Psyche dice per-die against the target’s Psyche wall directly.
5- Dice rise to 5 + half your Psyche, still no to-hit roll. Once per Scene, an edit also scrubs any physical evidence of your involvement from the target’s immediate perception - footage glitches, notes stop making sense to them, whatever would otherwise contradict the new memory.
Necromancy
Death isn’t the end of the story. In your hands, it is the beginning for some. You have learned to reach across the veil and bring the dead back to do your bidding. The dead rise as things of bone, spirit or rotting flesh. They are obedient, but utterly removed from who they once were.
Chosen once, at creation, purely cosmetic: the form your raised dead take (bone constructs, wrapped corpses, spectral soldiers, whatever fits the way you do this).
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.
- Borrowed Hands (Greater, 6 pts): Once per Scene, spend 1 Ki as a Fast action to let one soul from your roster ride in your body instead of rising: until the end of the Scene you use one of their Skills at their Tier in place of your own. Your eyes and voice change while they ride. Requires Roll Call.
- Reaper’s Harvest (Lesser, 3 pts): Once per round, when a creature dies within Near range of you, raise it as a thrall on the spot as a Fast action, no Ki. It counts toward your thrall limit.
- Soul Cleave (Greater, 6 pts): Necrotic Touch can cut the soul instead of the flesh: roll your Level + half your Psyche against the target’s Psyche instead of Soak. Each connecting die still heals you.
- Lay to Rest (Lesser, 3 pts): As a Normal action, roll Moira + Difficulty to send one raised dead, ghost or spirit within Near range back to the Fray, the GM setting Difficulty by its strength. Another necromancer’s thralls count.
- Soul Sight (Lesser, 3 pts): You see souls. At a glance you know whether someone within Near range is alive, dead, raised, possessed or Gifted, and roughly how many Health Levels they have left.
- Standing Call (Lesser, 3 pts): One soul from your roster can stay with you between Scenes as a ghost only you can see and hear. It can’t act or touch anything, but it talks, remembers, and scouts up to Near range from you. Requires Roll Call.
- Phylactery (Greater, 6 pts): Your soul is hidden in a vessel you made. When you would die, you instead return at 1 Health Level next Scene, within reach of the vessel, and the vessel is spent. Making a new one takes a week of downtime, and if an enemy finds and breaks it first, you get nothing.
- Reinforced Bones (Lesser, 3 pts): your thralls’ Health Levels rise by 1 each, at every Level.
- Smart Thralls (Lesser, 3 pts): your thralls understand commands at roughly the level a well-trained dog does - a short sequence, a simple condition, one target picked out of a group. They still have no judgement and no initiative, and do nothing you did not tell them to do.
- Bone Armory (Greater, 6 pts): your thralls rise already armed, bone drawn out into blades, spurs or hooked talons. Each thrall’s Attack rises by 1 die at every Level.
- Skilled Thralls (Greater, 6 pts): when you Raise the Dead you may raise Greater Thralls instead - half your usual number, rounded up. Decided each time you summon, not fixed at creation. Each has Soak 2, Defense 5, Health Levels 3, your Movement Rate, and a Command Rating equal to your Gift Level + 1, used as its Attribute on any roll it makes. Each holds one Skill of your choice at Tier 2 (Trained), rising to Tier 3 (Adept) at Gift Level 3 and Tier 4 (Expert) at Gift Level 5, and can carry and use one weapon or tool, rolling that weapon’s Damage rating in place of its natural attack, up to a maximum of one die more than a thrall’s Attack at your current Level. They are no smarter than any other thrall. One mode applies per summoning: an ordinary batch, Greater Thralls, or - with Risen Gifted - a single Gifted Thrall.
- Risen Gifted (Greater, 6 pts): you may raise one Gifted Thrall in place of your whole batch, decided each time you summon. It must come from the remains of someone who actually held a Gift in life - the GM decides what you have to work with. Soak 2, Defense 5, Health Levels 4, your Movement Rate, Attack as a normal thrall. It carries one of that person’s Gifts, operating at a Level equal to half your Necromancy Level, rounded up. It has no Ki of its own: every Ki cost the Gift incurs comes out of your pool, and any roll the Gift calls for uses your Attributes and Skills. It is no smarter than any other thrall - it will use the Gift on the thing you point it at and in no other way, and a Gift needing judgement, conversation or a plan (GM’s call) does not function through it.
- 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.
- Roll Call (Greater, 6 pts): when you Raise the Dead, you may instead call one specific soul out of the Fray: a named person on your roster. Roll Call can be bought more than once, and each purchase adds one soul to the roster. They rise in your Form as a Greater Thrall (Soak 2, Defense 5, Health Levels 3, your Movement Rate, Command Rating = your Gift Level + 1) and keep every Skill they had in life, rolled at their Command Rating. They remember, they talk, and they are loyal, but they never act unless you prompt them: one prompt per round, Fast or Normal actions only. They can’t go more than Near range from you. If destroyed, they go back to the Fray, and you can call them again next Scene.
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.
- Lone Servant: you never command more than one thrall at a time. Raise the Dead raises one, whatever your Level.
- Blood Price: Raise the Dead costs 1 Health Level as well as the Ki - the dead rise on your own life.
- Fresh Dead Only: You can only raise remains that died within the last day - no old bones, no graveyards, no week-old battlefields.
- Hallowed Ground: Salt, consecrated ground and sunlight break your hold: thralls can’t cross a line of salt or enter hallowed ground, and in direct sunlight every thrall and Roll Call soul has Disadvantage on every roll.
- Mark of the Grave: Death shows on you - cold skin, a grave smell, animals shying away. Disadvantage on any roll to win over the living who get close enough to notice, and anyone who knows the signs knows what you are.
1- Raise the Dead: spend 1 Ki as a Slow action to raise up to 2 skeletal thralls from nearby remains. Each has Soak 1, Defense 5, Health Levels 2, your own Movement Rate, and a natural-weapon Attack of 1d10 (resolved per-die vs. Soak, same mechanic as any weapon). They act immediately after you in the turn order, taking a Fast or Normal action each round (never Slow), and have no Skills or Gifts of their own. They understand commands of one or two words - guard, kill him, follow - and nothing more complex; anything needing a condition, a sequence, or a judgement call is beyond them. They last until destroyed or dismissed. Necrotic Touch: as a Normal action, make a Physical attack (Attribute vs. Defense, as usual) dealing 1 + half your Ferocity vs. Soak - each connecting die heals you 1 Health Level (never past your maximum), drawing their vitality straight into your own.
2- Raise up to 3 thralls at once. Necrotic Touch’s dice rise to 2 + half your Ferocity.
3- Raise up to 4 thralls at once, and each one’s Attack rises to 2d10. Necrotic Touch’s dice rise to 3 + half your Ferocity.
4- Raise up to 5 thralls at once. Necrotic Touch’s dice rise to 4 + half your Ferocity. Wither: spend 1 Ki on a successful Necrotic Touch hit to also impose Disadvantage on the target’s next roll, their strength visibly sapped.
5- Necrotic Touch’s dice rise to 5 + half your Ferocity. Once per Scene, spend 2 Ki to unleash Legion’s Toll: every thrall you currently command instantly unravels into a burst of necrotic force, each one making one last Attack roll against everyone within Melee range of it, then all are destroyed.
Oathbinder
A deal is a deal. Your word is as good as a bond. In fact - it is a bond. Something in the exchange gives the oath serious weight. People break their word constantly, but they find that they can’t really do that with you.
Adders
- Written Word (Lesser, 3 pts): an oath signed binds as well as one spoken - a contract, a ledger entry, a name on a line.
- Witness (Lesser, 3 pts): bind an oath sworn between two other people, with you as the witness rather than a party to it.
- Blood Price (Greater, 6 pts): breaking a bound oath costs the oathbreaker 1 Sanity level, on top of everything else.
- Binding Vow (Greater, 6 pts): spend 1 Ki to swear a vow on yourself aloud, naming one foe and one restriction that will cost you this Scene (no weapons, no retreat, no Ki Infusion). While you keep it, every roll you make against that foe is at Advantage. Break it and you suffer the oathbreaker’s penalty of your own Level.
- Kept Faith (Lesser, 3 pts): anyone acting to fulfil an oath you bound, you included, has Advantage on the roll that directly fulfils it, once per Scene per oath.
- Forfeit Clause (Lesser, 3 pts): when you bind an oath, name a simple forfeit (hand over an item they carry, leave the area, tell the truth about one thing). Whoever breaks the oath pays it as their very next action.
- Brand of the Forsworn (Lesser, 3 pts): anyone who breaks an oath you bound carries a mark any onlooker can sense is wrong; they’re at Disadvantage on every Social roll to be trusted until they make amends (GM’s call on what counts).
- Oathbreaker’s Due (Greater, 6 pts): anyone who breaks an oath you bound is Frightened of you for the rest of the Day and cannot willingly move closer to you.
Limiters
- Freely Given: an oath only binds if the person swearing genuinely means it at the time. Coerced or tricked oaths don’t take.
- Named Terms: the terms have to be specific and spoken aloud. A vague promise binds nothing.
- Cuts Both Ways: any oath you swear binds you exactly as hard as it binds them.
- Honest Tongue: you can never knowingly speak a falsehood. If you do, the Gift stops working entirely until you have slept.
- One Bond at a Time: you can hold only one bound oath at a time. Binding a new one releases the old, whoever it bound.
- Broken Faith: when any oath you bound is broken, you share the oathbreaker’s Disadvantage on your next roll and cannot bind a new oath for the rest of the Day.
- Something in Return: an oath only binds if both sides give something in the swearing. A one-sided promise, with nothing offered back, binds nothing.
1- A promise made to you in earnest sticks. Anyone who breaks one is at Disadvantage on their next roll, shaken by having done it. No Ki, no Gift Check - it simply happens.
2- You can bind an oath deliberately. The terms are stated aloud, both parties agree, and you spend 1 Ki. When the sworn party tries to act against it, they roll Atropos + Difficulty to go through with it; failure means they cannot bring themselves to act against it for the rest of the Scene.
3- You know the moment a bound oath is broken, and roughly where the oathbreaker is. Their roll to act against a bound oath is now made at Disadvantage.
4- A single oath can bind more than one person - everyone who assents to the terms is bound by them. The swearing no longer has to happen face to face; a voice down a phone line binds as well as one across a table.
5- A bound oath is, for all practical purposes, unbreakable. Any attempt to act against it automatically fails, no roll needed.
Onslaught
You have one answer in every situation - hit it. Whether that means attacking with a fist, a blade, a claw or something stranger is up to you. The shape of the attack is irrelevant. What matters is the force behind it and delivering it over and over again until whatever stands in your way stops standing.
Your one way of hurting people at arm’s length is chosen at creation, and described however you like. The rules don’t read the description.
You are choosing a picture, not a mechanic. The description is yours and it changes nothing. A forearm blade, a fist and a dagger all roll the same dice against the same wall. Pick whichever one you would rather say out loud when it lands.
What the rules read is always the same. A Physical attack at Melee range. The to-hit is a straight Attribute-vs-Defense roll using whichever Element fits how you are going about it, the same as swinging a bat. The dice resolve one at a time against Soak, and a connecting die costs a Health Level. Every swing costs 1 Ki, and there is never a Gift Check. What the Levels buy is dice, Level plus half your Ferocity, and that is the whole Gift.
This is not a Signature Move. A Move is built: you pick an attack source and a wall and they don’t have to match, which is how a scream ends up breaking composure. Onslaught picks nothing. It is the plain version, for a character whose answer to a problem at arm’s length is to hit it until it stops. If you want the strange version, build a Move.
Unarmed fighting lives here. None of the weapon Skills covers fists and feet - there is no Category for them, and nothing to be trained on - so a character who fights with their hands is describing Onslaught, whatever else it could have been.
Adders
- Follow Through (Lesser, 3 pts): when an attack drops a target to 0, attack a second target in Melee range immediately, no action cost.
- Off the Wrong Foot (Lesser, 3 pts): one extra die against a target who hasn’t acted yet this combat.
- Nothing Held Back (Greater, 6 pts): spend 1 Ki to add your Potence to every die of a single attack, not just the ones Ki Infusion buys.
- Sweep (Greater, 6 pts): spend 1 Ki on top of the attack’s own cost to swing at every target in Melee range with the full pool, each resolved against their own Soak.
- Heavy Hands (Lesser, 3 pts): when two or more dice of a single attack connect, the target is Off Balance.
- Closing Rush (Lesser, 3 pts): spend 1 Ki on top of the attack’s cost to attack a target at Close range, crossing into Melee as part of the same action.
- Building Barrage (Greater, 6 pts): every consecutive round you attack the same target with this Gift adds 1 die, up to +2. The count resets if you attack anyone else, take any other action, or they leave Melee range.
- Everything on One Blow (Greater, 6 pts): once per Scene, spend 2 or more Ki on top of the attack’s cost: the attack gains 1 die per Ki spent this way. When it resolves you are Exhausted.
Limiters
- Wind-Up: attacking with it is always a Normal action, never a Fast one, whatever else would otherwise allow it.
- Takes a Toll: once you are below half your Health Levels, each use costs 1 unsoakable Health Level.
- Only in Anger: unusable in any round you haven’t already been attacked in, or in a fight you started.
- Nothing Else in Hand: usable only while your hands hold nothing else - no shield, torch, gun or ally’s hand.
- Bruised Knuckles: every attack also rolls 1 die against your own Soak; a connecting die costs you a Health Level.
- Tunnel Vision: once you attack a target with this Gift, you cannot attack anyone else with it until that target drops or leaves Melee range.
- Loud Blows: every swing is heard out to Far range, and you never gain anything from a target being Surprised - they see it coming.
1- Spend 1 Ki to attack anything in Melee range for 1 + half your Ferocity dice, resolved per-die against Soak like any weapon. No Gift Check, at this or any Level.
2- 2 + half your Ferocity dice.
3- 3 + half your Ferocity dice.
4- 4 + half your Ferocity dice.
5- 5 + half your Ferocity dice.
Peripheral
You don’t disappear. You don’t need to. People just overlook you. Eyes pass over you and attention just drifts away. Time spent with you quickly becomes clouded and difficult to remember, as if you were nothing more than a dream.
Adders
- 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.
- Blind Spot (Lesser, 3 pts): while the effect is active, your first attack against someone who hasn’t noticed you treats them as Surprised. The effect then ends for that person.
- Misdirection (Lesser, 3 pts): spend 1 Ki: the attention that slides off you lands on one person or object you choose within Near range, and anyone who fails to notice you this round is Distracted by it.
- Slip Away (Lesser, 3 pts): Level 2’s forgetting takes one round instead of a few minutes, and a chase against you ends the moment you break the pursuer’s line of sight.
- Ghost in the Crowd (Greater, 6 pts): in a fight, anyone who wasn’t focused on you when the effect began can’t choose you as a target until you attack them or they beat Perception + Difficulty as a Normal action.
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.
- Gifted See True: anyone who holds a Gift of their own ignores the effect completely.
- Hollow Voice: while the effect is active you cannot make Social rolls - your words slide off people with the rest of you.
- Can’t Turn It Off: once activated, the effect runs the whole Scene. Allies must beat Perception + Difficulty to find you, aid you or notice you’re hurt.
- Always On: the effect never stops. There is nothing to activate and no Gift Check to make; it is simply how people see you, including when you’d rather be seen. Can’t be taken with Can’t Turn It Off.
- No Targeting: the effect works on everyone who can see you, friend and stranger alike - you can’t choose who it touches, and you can’t leave anyone out.
1- Activating is a Fast action and triggers a Gift Check - success free, failure costs 1 Ki, the effect happens either way. You decide who it works on: anyone, everyone, or everyone but the people you name. You can change your mind as a Fast action. For the rest of the Scene, anyone it’s working on who isn’t already actively focused on you must beat a Perception + Difficulty roll to notice what you’re doing, and even on a success, they’re at Disadvantage recalling details about you afterward.
2- Anyone who briefly loses sight of you (you leave a room, turn a corner, get lost in a crowd) forgets they saw you at all within a few minutes, unless something jogs their memory.
3- The effect now holds even mid-conversation - if you go quiet or step back, people naturally lose their conversational thread about you and move on, without it feeling unnatural to them.
4- You may extend the effect to one other person you’re touching, bringing them into your own obscurity for as long as contact holds.
5- Once per Scene, spend 1 Ki to retroactively erase yourself from the last few minutes of everyone present’s memory - as far as they can recall, you were never part of what just happened.
Possession
Why keep your mind anchored in your meat suit when you can wear someone else’s? You can force your way into another person’s mind. When you do, it pushes their mind aside and you take the pilot seat. Their body is yours for the duration while your body lies empty, waiting for you to return.
This Gift always costs Ki, at every Level - there is no mastery discount to free.
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.
- Silent Passenger (Lesser, 3 pts): instead of taking control, ride inside a host you’ve won: you share their senses and they don’t know you’re there. Take the wheel at any time as a Fast action, no new roll.
- Empty Vessel (Lesser, 3 pts): possess a sleeping or unconscious target with no roll; you still pay the Ki.
- Clean Exit (Lesser, 3 pts): when you leave a host, they remember nothing of the time you held them and are Distracted until the end of their next turn.
- Last Leap (Greater, 6 pts): when your own body would drop to 0 Health Levels, spend 1 Ki as a reaction to throw your mind at anyone in Close range as a normal possession attempt. If it fails, you fall as normal.
- Carried Gifts (Greater, 6 pts): your own Gifts (other than Possession) work through a host’s body, paying Ki from your own pool and rolling your own sub-stats.
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.
- Borrowed Wounds: when you leave a host, every Health Level it lost while you held it costs you 1 Health Level too.
- Only the Open Door: works only on a target who is willing, unconscious or Frightened. Can’t be taken with Empty Vessel.
- Wrong Eyes: a host’s eyes and voice change while you hold it. Anyone who knows the host sees it’s wrong, and your Social rolls against them through the host are at Disadvantage.
- Thinning Thread: every Scene you stay in one host after the first costs 1 Ki; if you can’t pay, you snap back to your own body.
1- Requires touch. Spend 1 Ki and roll 1 + half your Psyche dice per-die against the target’s Psyche wall - a connecting die lets you possess their body for the rest of the scene. Your own body goes limp and undefended while you’re away.
2- Dice rise to 2 + half your Psyche. Touch is no longer required - possession can be attempted at Close range.
3- Dice rise to 3 + half your Psyche. Range extends to Near. Possession duration becomes indefinite - lasting until you choose to return or are forcibly expelled, not capped at a scene.
4- Dice rise to 4 + half your Psyche. Range extends to Far. While possessing, you gain full access to the host’s Skills, Boons, and other Gifts, using their body’s full capability as your own.
5- Dice rise to 5 + half your Psyche. You may possess a new target instantly, snapping from one host directly into another without returning to your own body first, so long as you can make eye contact with the new target.
Precognition
The future doesn’t arrive at the same time for everyone. For you - it leaks through in flashes and snippets, sudden clarity and a moment you haven’t experienced yet. You can see what is coming and read the warnings of what is yet to happen.
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.
- Never Blindsided (Lesser, 3 pts): when you would be Surprised, spend 1 Ki: you aren’t, and neither is one ally within Close range you shout to.
- Step Aside (Lesser, 3 pts): Level 3’s Ki spend can guard one ally in Melee range instead of you - they gain the Advantage on their defense.
- Prophetic Dream (Lesser, 3 pts): once per Day, after a night’s sleep, the GM gives you one flash about the coming Day, and you may roll Moira + Difficulty to ask one question about it.
- Branching Path (Greater, 6 pts): once per Scene, after any roll of yours resolves, spend 1 Ki: it was only a vision. Reroll it and take the new result.
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.
- Trance Sight: active foresight (Level 2+) needs closed eyes and stillness: you are Blinded and Distracted until the end of your next turn.
- Only My Own Fate: flashes and foresight only ever concern what happens to you. You never see an ally’s fate unless you’re in it with them. Can’t be taken with Step Aside or Shared Vision.
- Despair’s Weight: when a flash shows harm coming to you or an ally, you are Frightened until the end of your next turn.
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.
Protocol
You didn’t write the social contract, but you can enforce it. You establish the rules and those around you follow them. Those under your sway follow the rules because breaking them just feels wrong. They may even come to resent those who refuse to follow them.
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).
- House Rules (Greater, 6 pts): spend 2 Ki as a Slow action to declare one rule over a room or an area up to Near across. Everyone inside, and anyone who enters later this Scene, is rolled against separately. It doesn’t count against your target limit, but holds one rule only and only inside the area.
- Penalty Clause (Lesser, 3 pts): breaking one of your rules also leaves the breaker Flustered.
- Enforcer’s Edge (Lesser, 3 pts): your rolls against someone who broke one of your rules this round or last are at Advantage.
- Fair Terms (Lesser, 3 pts): if you bind yourself to the same rule as the target, the to-hit roll (Levels 1-3) is at Advantage. Can’t be taken with Reciprocal Bond.
- Amendment (Lesser, 3 pts): spend 1 Ki as a Fast action to swap one rule on a bound target for a new one, no new roll.
- 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.
- Reasonable Rules: a rule must be one the target could plausibly keep. ‘Don’t fight back’ against someone attacking them, or ‘don’t leave’ in a burning building, binds nothing.
- Badge of Office: you need a visible sign of authority - a badge, gavel, uniform or seal - in hand or worn. Without it, the Gift doesn’t work.
1- Requires the target to perceive you. Spend 1 Ki; make the standard to-hit roll (Fire vs. their Social Defense). On success, roll 1 + half your Presence dice per-die against their Presence wall - a connecting die binds them to one simple rule of conduct you declare (“don’t raise your voice,” “don’t lie to me,” “don’t draw a weapon”) for the rest of the Scene. Breaking the rule costs them Disadvantage on the roll that breaks it.
2- Dice rise to 2 + half your Presence. You may declare up to two rules at once on the same target.
3- Dice rise to 3 + half your Presence. You may bind up to two targets at once, each resolved individually against their own Presence wall and their own rule set.
4- No to-hit roll required anymore - it simply rolls 4 + half your Presence dice per-die against each target’s Presence wall directly. Up to three targets at once, each able to hold up to three rules.
5- Dice rise to 5 + half your Presence, still no to-hit roll needed. Up to five targets at once. Duration extends to a full Day instead of just the Scene.
Psychokinesis / Telekinesis
You don’t need your hands to lift, throw, pin or crush anything within reach of your will. Things move because you will them to. With enough force, even another person can be moved simply because you want them to.
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.
- Deflection (Lesser, 3 pts): spend 1 Ki as a reaction when a thrown or fired attack targets you or an ally in Close range: Advantage on that defense.
- Featherfall (Lesser, 3 pts): grip your own body to slow a fall: no fall damage from any height, and you may hover in place until the end of your next turn.
- Push (Lesser, 3 pts): spend 1 Ki as a Normal action to shove one person in Close range: contest your Potence against theirs; if you win, they’re Prone.
- Return to Sender (Greater, 6 pts): Level 3+: when a thrown or fired projectile misses you, spend 1 Ki to hurl it back at its source as your thrown-object attack, as a reaction. Requires Level 3.
- Debris Storm (Greater, 6 pts): Level 3+: where there’s loose debris (rubble, gravel, broken glass - GM’s call), spend 2 Ki as a Normal action to hurl it: roll your Potence dice against every target in a Close-sized area within range, each against its own Soak. Requires Level 3.
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.
- Guiding Hand: you must point or gesture at what you grip. While Grabbed, or with both hands full or bound, the Gift doesn’t work.
- Pounding Head: after your second use in a Scene, each further use leaves you Distracted until the end of your next turn.
- Objects Only: you can never grip, move or crush a living being. Level 4’s person grip never applies. Can’t be taken with Push.
- Temper Surge: when you lose a Health Level, anything you’re gripping is flung in a random direction (GM’s call).
- 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.
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.
Psychometry
Objects have a memory. A sword remembers who used it. A ring recalls the years it spent on the C.E.O.’s finger. Touch something and fragments of its history rush into your mind. Faces, emotions, places, and events are all imprinted within mundane items. You do not get to choose which parts.
Direct touch is required at every Level - there is no remote version of this Gift.
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.
- Walls Remember (Lesser, 3 pts): touch a wall, floor or doorframe to read the place itself: questions can be about anything that happened in that room.
- Last Hand’s Trail (Lesser, 3 pts): after a reading, spend 1 Ki: you know the rough direction of the object’s last handler for the rest of the Scene.
- Weapon’s Memory (Lesser, 3 pts): when a weapon in Melee range misses you or you Grab it, spend 1 Ki to read its habits: your defense against that weapon is at Advantage for the rest of the Scene.
- Imprint (Lesser, 3 pts): leave a memory in an object on purpose - a message, a face, a warning. The next person to touch it sees it as a flash, Gift or not.
- Flesh Remembers (Greater, 6 pts): read a person by touch: roll your Level + half your Psyche per-die against their Psyche wall. A connecting die lets you ask one question about where their body has been or what it has done in the last Day.
- Replay (Greater, 6 pts): spend 1 Ki: a detailed vision plays out as a faint replay around the object, seen by everyone present.
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.
- Bare to the World: you can’t choose not to read. The first time per Scene you touch something with a violent or grieving history, you are Distracted until the end of your next turn and the GM picks what you see.
- Lost in the Echo: each question takes a full minute of trance; while in it you count as Surprised against any attack.
- Last Owner Only: you only ever reach the history of the object’s most recent owner. Level 2’s reach further back never applies.
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.
Regeneration
You get knocked down, but you get up again. And again. And again. Your body refuses to be broken. Wounds close while you watch and injuries that should leave you permanently broken are only temporary setbacks. Given enough time - damage that should be irreversible will heal.
Additionally, given rest each Day, you can heal away a Physical scar entirely, on yourself only, in Days equal to how far below 0 your Health went. Regeneration never touches a Mental or Social scar.
Adders
- 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.
- Sealed Wounds (Lesser, 3 pts): you can’t be made Bleeding; any Bleeding on you ends at the start of your turn.
- Second Wind (Lesser, 3 pts): once per Scene, when you use the combat heal (Level 3+), also shake off Exhausted or Staggered. Requires Level 3.
- Adaptive Flesh (Greater, 6 pts): once per Scene, after one source (a named weapon, a specific Gift, fire) costs you a Health Level, name it: for the rest of the Scene, attacks from that source against you are at Disadvantage.
- Mending Mind (Greater, 6 pts): the combat heal (Level 3+) may restore 1 Poise instead of 1 Health Level, and once per Scene 1 Sanity level instead. Requires Level 3.
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.
- Bane: choose one source at creation (fire, silver, acid, blessed weapons). Health Levels it takes never regenerate - not passively, not with Ki - and heal only at the normal rate.
- Burning Through: after the third combat heal in a Scene, you’re Exhausted.
- Borrowed Flesh: at the end of any Scene you used the combat heal, you lose again half the Health Levels it restored, rounded down.
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.
Restoration
Minds break the way bodies do, and some of them can be set. You reach the part of a person that stopped holding together - the panic, the lost hours, the thing they can’t stop seeing - and you put it back where it goes. It doesn’t make them forget. It makes them able to carry it.
This Gift always costs Ki, at every Level. There is no mastery discount to free.
Additionally, given dedicated time each Day, you can heal away a Mental scar entirely, on yourself or someone else, in Days equal to how far below 0 their Sanity went. Restoration never touches a Physical or Social scar.
Adders
- Read the Damage (Lesser, 3 pts): as a Fast action, touch a target to learn their current Sanity and Poise, every Mental scar they carry, and anything working on their mind, hidden things included. No Ki.
- Lingering Calm (Lesser, 3 pts): a Level you restore gains a one-time buffer: the next Mental hit that would take it away is negated instead.
- Borrowed Calm (Lesser, 3 pts): a willing target may pay any Ki cost of this Gift from their own Ki instead of yours.
- Quiet Room (Greater, 6 pts): as a Slow action, spend 3 Ki to restore 1 Sanity to every willing ally within Close range (Near at Level 3+). It counts as your use for the Round.
- Caught Before the Fall (Greater, 6 pts): once per Scene, when a target within your range loses Sanity, spend 2 Ki as a reaction, outside your turn, to restore it at once, even if you’ve already used this Gift this Round.
- Unravel (Greater, 6 pts): run the Gift backward: spend 1 Ki and make a Mental attack that rolls your Level plus half your Psyche in dice against Psyche, pulling at the seams you’d otherwise mend.
Limiters
- Cost to Self: restoring another person costs you 1 Sanity of your own per use, in addition to the Ki cost.
- Willing Only: you can never restore an unwilling or Shattered target. Level 1’s “willing or Shattered” narrows to willing only.
- Talk It Through: every use of this Gift is a Slow action, at every Level, and the target has to be able to hear you.
- Can’t Heal Yourself: this Gift never works on you, at any Level.
- Must Know Them: you can only restore someone you’ve shared at least one full Scene with before.
- Carry It Home: after each use you’re Distracted until the end of your next turn, holding what you took from them.
1- Touch a willing or Shattered target and spend 1 Ki to instantly restore 1 Sanity Level. Usable once per Round. No Gift Check.
2- The same touch and Ki spend can instead restore 1 Poise, or clear Overwhelmed or Distracted.
3- Restores 2 Levels per use instead of 1. Touch is no longer required, range extends to Close.
4- Reaches what was done to a mind on purpose: the same use can end domination, possession or enthrallment, or restore a memory erased or rewritten by a Gift. Ki cost for these rises to 2. Corruption is beyond it - it’s its own thing.
5- Given a full Day of dedicated care and 3 Ki, you can restore what a mind has lost for good: memories taken by injury, illness or age, a self worn away.
Salvo
When you absolutely, positively have to deal damage at range, this is how you do it. You send something across the intervening space - a bullet, a shard of ice, an energy blast or something that has no physical presence at all - and it hurts. A lot. You decide what the attack is, how it looks and how it reaches its target.
What crosses the gap is chosen at creation, and described however you like. The rules don’t read the description.
You are choosing a picture, not a mechanic. What you throw, fire, project or simply will across the room is yours to describe and changes nothing. It is the same dice against the same wall either way.
What the rules read is always the same. One target, a Physical attack out to Far range, at every Level. The to-hit is a straight Attribute-vs-Defense roll with whichever Element fits the approach. The dice resolve one at a time against Soak and a connecting die costs a Health Level. Every shot costs 1 Ki, and there is never a Gift Check. What the Levels buy is dice, Level plus half your Ferocity, and that is the whole Gift.
This is not a Signature Move. A Move is built to be strange. Salvo is the one you take when you want to shoot something.
Adders
- Through and Through (Lesser, 3 pts): on a hit, one connecting die also connects against a second target directly behind the first.
- Scatter (Greater, 6 pts): spend 1 Ki on top of the attack’s own cost to split its dice between any two targets in range, each resolved against their own Soak. The pool is divided, not doubled.
- No Warning (Lesser, 3 pts): whatever crosses the gap can’t be perceived until it lands. A target who hasn’t already spotted you can’t tell where the attack came from.
- Held Breath (Greater, 6 pts): spend 1 Ki to loose it as a Fast action without giving up the rest of your Normal action.
- Charged Shot (Lesser, 3 pts): loose the shot as a Slow action instead of a Normal one to roll 2 extra dice; you are Off Balance until the start of your next turn.
- Pinning Fire (Lesser, 3 pts): instead of rolling damage, spend 1 Ki and make the to-hit roll as usual; on a hit the target is Distracted and at Disadvantage on attacks until the end of their next turn.
- Curving Shot (Lesser, 3 pts): the shot bends around cover and corners: you can target anyone within Far range whose position you know, even without a clear line to them. Can’t be taken with Line of Sight Only.
- Delayed Fuse (Greater, 6 pts): on a hit, you may hold the dice instead of resolving them; detonate them as a Fast action any time later in the Scene, resolving against the target and everyone in Melee range of them.
- Everything Into It (Greater, 6 pts): once per Scene, spend all your remaining Ki (at least 3) to add that many dice to one shot; afterward you are Exhausted until the end of the Scene.
- Meet It Mid-Air (Lesser, 3 pts): when a ranged attack targets you or an ally within Near range, spend 1 Ki and give up your next Fast action to fire into it: the attacker rolls to hit at Disadvantage.
Limiters
- Line of Sight Only: nothing through smoke, darkness, or anything else that breaks a clear view, whatever your other senses would allow.
- Tell-Tale: every use leaves an obvious trace pointing back at you. Anyone looking knows who did it.
- Winds Down: after the third use in a Scene, every further use costs 1 more Ki - 2 Ki per shot for the rest of the Scene.
- Charge Time: every shot is a Slow action, at every Level. Can’t be taken with Charged Shot.
- Recoil: every shot leaves you Off Balance until the start of your next turn.
- Burned Channel: every shot after the second in a Scene also costs 1 unsoakable Health Level, the hands or eyes it leaves through scorching.
- Falls Off: at Far range the shot rolls 2 fewer dice.
- Called Aloud: you must shout the attack’s name and have a free hand to fire; no shot while Grabbed, gagged or bound, and every shot gives away your position.
1- Spend 1 Ki to attack one target out to Far range for 1 + half your Ferocity dice, resolved per-die against Soak like any weapon. No Gift Check, at this or any Level.
2- 2 + half your Ferocity dice.
3- 3 + half your Ferocity dice.
4- 4 + half your Ferocity dice.
5- 5 + half your Ferocity dice.
Sanctuary
You can put a person out of reach. Not behind a wall - anyone could still swing at them - but past the point where anyone wants to. Hands falter, aim drifts, the shot goes wide. At its height, a place you ward becomes somewhere violence has to pay to start.
This Gift always costs Ki, at every Level.
Adders
- Guarded Mind (Lesser, 3 pts): the ward covers Mental attacks as well as Physical ones. Social attacks are never covered - words are rarely counted as violence.
- Turned Aside (Lesser, 3 pts): an attacker who fails the roll is also Distracted until the end of their next turn.
- Tripwire (Lesser, 3 pts): you know, wherever you are, the moment one of your wards is broken or tested, and by whom.
- Hallowed Ground (Greater, 6 pts): a Level 4+ ward stays for a Week, whether you’re there or not. Requires Level 4.
- No Second Try (Greater, 6 pts): an attacker who fails the roll can’t try against that warded person again this Scene.
Limiters
- Vow of Peace: while any ward of yours stands, you can’t attack anyone, anywhere.
- Others Only: you can never ward yourself.
- Fragile Peace: a ward ends the first time anyone inside it loses a Health Level, from any source.
- Consecrated: warding a place (Level 4+) takes a full Hour of preparation there first.
- Must Stay: a place ward ends the moment you leave it, at every Level, including Level 5.
1- Touch a willing target, yourself included, and spend 1 Ki as a Slow action to ward them until the end of the Scene. Anyone who tries to make a Physical attack on them must first roll Air + Difficulty 5. On a failure the attack goes to another target of the attacker’s choice, or is lost. The ward doesn’t stop harm that isn’t aimed at them - a blast, a fire, a falling roof. It ends at once if the warded person attacks anyone.
2- Range extends to Close, touch no longer required. The roll to attack drops to Air + Difficulty 4.
3- Ward up to 3 people with the same Slow action and 1 Ki each. The roll drops to Air + Difficulty 3. A warded person who attacks ends only their own ward.
4- Ward a place: the space you’re in, out to Close, for 3 Ki. Everyone inside is warded while they stay inside, at Air + Difficulty 2. It lasts until the end of the Scene or until you leave it.
5- The warded place becomes a true sanctuary, out to Near, until the next sunrise. There’s no roll: anyone who wants to start violence inside it spends 1 Ki first, once, and then fights as normal. Someone with no Ki can’t start it at all. Anyone already attacked inside can answer without paying.
Shapeshift
Your body is not fixed in form. Your skin, bone, muscle, and voice ripple and flow into new configurations. You can become almost anything you can imagine. You can wear another person’s face, slip into the form of an animal like changing your clothes, or even become an inanimate object.
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.
- Partial Aspect (Lesser, 3 pts): as a Fast action with no Gift Check, change a single feature without a full disguise: gills to breathe water, eyes that see in darkness, grip pads to climb sheer surfaces at your Movement Rate.
- Quick Change (Lesser, 3 pts): once per Scene, if you break line of sight with everyone watching for even a moment, transform as a Fast action with no Gift Check.
- Shed Skin (Lesser, 3 pts): when Grabbed, spend 1 Ki to slough your outer layer and slip free, leaving a limp husk in their hands; you are no longer Grabbed.
- Boneless (Lesser, 3 pts): your body folds like cloth: squeeze through any gap your head fits through at half your Movement Rate, in any form.
- Weaponized Flesh (Greater, 6 pts): as a Fast action, grow blades, spikes or claws; while they last your unarmed attacks roll your Level plus half your Ferocity against Soak. The weapons are plainly inhuman and end any disguise.
- Borrowed Motion (Greater, 6 pts): when you mimic a specific animal (Level 3+), you gain its way of moving - swimming, climbing, burrowing, or flight at no more than your normal Movement Rate. Requires Level 3.
- 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.
- Wrenching Change: every transformation, in either direction, leaves you Off Balance until the end of your next turn, visibly writhing as bone resets.
- Losing Yourself: every Scene you end in a form other than your own costs 1 Sanity, the borrowed shape crowding out who you were.
- Bare Change: clothes and carried gear never change with you; to pass as someone you need their clothes, and a shift in public leaves you standing in the wrong ones.
- Piece of Them: to mimic a specific individual (Level 3+) you need a piece of them - hair, blood, a nail - and the mimicry ends when the Scene does.
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.
Signature Move
Every seasoned fighter, mystic or gifted soul eventually develops something that is theirs - a technique, a maneuver, a flourish nobody taught them and nobody else does quite the same way. It has a name, whether or not you are the one who named it.
You can have more than one. Signature Move is bought per Move: each one is its own purchase, with its own Levels at the usual 3 points apiece, and each one gets a name. Two Moves at Level 3 cost 18 points, the same as any other 18 points of Gift. Nothing stops you carrying three except the size of the pool.
Each Move is defined once, at creation: whether it is primarily an attack or a non-damaging effect. If it’s an attack, you make two separate choices - and they don’t have to match.
The attack source.Ferocity, Presence or Psyche - the sub-stat that powers the Move. This is what you add to a die when you spend Ki to infuse it, and it’s the part that says what the Move is about you: raw aggression, sheer force of personality, or a mind that pushes.
The wall it resolves against.Soak, Presence or Psyche - what the dice are rolled against, one at a time, and what decides the cost. A die through Soak costs a Health Level. Through Presence, a Poise. Through Psyche, a Sanity.
Most Moves pair the obvious way. They don’t have to, and the interesting ones don’t.
A Presence Move resolved against Soak is a beam of pure personal force that knocks people down - you aren’t talking anyone into anything, you’re bringing enough of yourself to bear that it lands like a hit. A Ferocity Move against Presence is a scream that breaks composure instead of bone. A Psyche Move against Soak is a stare that stops a heart.
The wall you pick also picks your to-hit target, because there are three Defenses and each answers one kind of attack. A Move resolving against Soak rolls against Physical Defense, one against Presence rolls against Social Defense, one against Psyche rolls against Mental Defense. What stays yours either way is the Element - picked by how you’re going about it, the same as any other attack. And it never changes what a connecting die costs - the wall decides that, always. Flavor the Move however you like; the wall is what the rules read.
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 chosen wall 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.
- Kiai (Lesser, 3 pts): shout the Move’s name as you use it for Advantage on its to-hit roll; everyone within Near range hears exactly where you are.
- Counter Form (Greater, 6 pts): once per round, when a Melee attack misses you, spend 1 Ki to use the Move against that attacker at once, as a free action.
- Second Form (Greater, 6 pts): the Move gets a second form, defined at creation with a different wall or a non-damaging effect; choose which form to use per use. Same Level, same Ki.
- Thousandfold Practice (Lesser, 3 pts): once per Scene, after you have already used the Move this Scene, the next use costs no Ki.
- Combination Technique (Lesser, 3 pts): when an ally has attacked the same target earlier this round, the Move gains Advantage on its to-hit roll and its secondary effect lands even if only one die connects.
- Last Stand Awakening (Greater, 6 pts): once per Scene, while you are on your last Health Level, use the Move as if it were one Level higher (dice, range and secondary effect; Ki cost as your real Level).
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).
- Rooted Stance: you can’t use the Move on a turn in which you have moved.
- Bound to the Blade: the Move only works through one specific weapon or object; without it in hand, you have no Move.
- Backlash: every use costs you 1 point from the track its source hits: a Health Level for Ferocity, a Poise for Presence, a Sanity for Psyche.
- Open After: after using the Move, attacks against you have Advantage until the start of your next turn.
- Needs a Reason: you can only use the Move once you or an ally in sight has lost a Health Level this Scene.
1- If an attack: deals 1 + half your attack sub-stat vs the target’s chosen wall. If non-damaging: produces one small, clearly-bounded effect (GM approval on scope). Using it is a Fast action. No Ki cost, no Gift Check.
2- Damage rises to 2 + half your attack sub-stat (if an attack); the non-damaging effect’s scope widens (still GM-approved, but a real step up from Level 1). Using the Move now costs 1 Ki, in addition to the Fast action - that Ki spend is what bakes in one minor secondary effect layered onto the base Move (a small knockback, a brief off-balance status, a minor debuff).
3- Damage rises to 3 + half your attack sub-stat. Range extends from Melee to Close (Levels 1-2 were Melee-only). The secondary effect from Level 2 upgrades to a moderate tier (a real knockdown, a genuine debuff, a short status lock, rather than just “brief”). Still 1 Ki per use.
4- Damage rises to 4 + half your attack sub-stat. Range extends to Near. The secondary effect upgrades to a major tier (a real status condition, a significant forced reposition, a debuff with teeth). Ki cost rises to 2 per use.
5- Damage rises to 5 + half your attack sub-stat. Range extends to Far. The secondary effect reaches its full, signature-defining scope (GM-approved - a finishing blow, a reality-bending flourish, whatever fits the Move you built). Ki cost rises to 3 per use.
Size Change
Humans tend to exist on a specific scale. For you - that scale is just a recommendation. You can grow to enormous size, shrink to minuscule proportions, or stretch parts of yourself beyond normal limits. Size is just a tool for you.
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.
- Surprise Scale (Lesser, 3 pts): if you change size as part of an attack while unnoticed (shrunk out of sight, or simply underestimated), the target counts as Surprised against that attack.
- Stomp (Lesser, 3 pts): while enlarged, spend 1 Ki to make one Physical attack against everyone in Melee range; a hit knocks the target Prone instead of dealing damage.
- Giant’s Grip (Greater, 6 pts): while enlarged, a Melee hit may leave the target Grabbed in your hand instead of dealing damage; they are at Disadvantage on every roll to break free.
- Rubber Body (Lesser, 3 pts): spend 1 Ki when a blunt Physical attack hits you to stretch with it and ignore one connecting die.
- Dense Form (Lesser, 3 pts): mass stays when you shrink: while shrunk you keep your full weight and can’t be forcibly repositioned, and your unarmed hits lose nothing to size. Can’t be taken with Scale Penalty.
- Colossus Stride (Lesser, 3 pts): while enlarged, your Movement Rate doubles and rubble, fences and crowds don’t slow you.
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.
- Scale Penalty: while enlarged, attacks against you have Advantage and nothing smaller than a building hides you; while shrunk, your Physical attacks roll half their dice, rounded down.
- Stuck Size: returning to normal size takes a Slow action and a Gift Check; on a failure you stay changed until the end of the Scene.
- Crash Afterward: at the end of any Scene in which you changed size at Level 3+, you are Exhausted.
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.
Super-Strength
You can produce force far beyond what your muscles should be able to produce. You can punch, lift and throw with improbable strength, harnessing raw physical power to ignore the normal limits of flesh, bone and leverage.
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.
- Air Pressure Punch (Lesser, 3 pts): spend 1 Ki to strike the air itself: an unarmed Physical attack out to Near range, which can take the Level 3 boosted die.
- Anything’s a Weapon (Lesser, 3 pts): swing or throw anything within your Carrying Capacity - a lamppost, a car door - as a weapon, thrown out to Near range; it breaks on the hit.
- Iron Frame (Greater, 6 pts): spend 1 Ki when a Physical attack hits you to add your current Potence bonus to your Soak against that attack.
- Stored Impact (Greater, 6 pts): every Health Level you lose to a Physical attack this Scene is banked; your next boosted attack adds one die per banked Level (up to your Gift Level) and empties the bank.
- Past the Limit (Greater, 6 pts): once per Scene, double your Potence bonus for one action; afterward you take 2 unsoakable Health Levels as your own body gives way.
Limiters
- Uncontrolled Force: the boosted attack (Level 3+) always destroys any inanimate object it strikes alongside the target. You can’t pull the blow.
- Torn Muscle: every use of the boosted attack costs you 1 unsoakable Health Level - 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.
- Bottomless Appetite: after any Scene in which you used the boosted attack, you must eat a huge meal within the hour or be Exhausted until you do.
- Heavy Hands: your strength never switches off: Disadvantage on any delicate manual task, and fragile things you handle under stress break.
- Anger Engine: the boosted attack (Level 3+) only works once you have lost a Health Level or Poise this Scene, or seen an ally lose one.
- Short Burst: the Level 2+ contested bonus and the boosted attack only work for 3 rounds per Scene, counted from their first use.
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.
Swarm
You cease to be a single entity, scattering into a living cloud of many constituent living things. Each of them is bound to the others - moving with a single mind. Cracks become doorways and barriers become nothing more than inconvenience.
What you come apart into - a cloud of insects, a flock of bats, a swirl of micro-drones, something else - is chosen at creation.
The double-damage vulnerability to area attacks while swarmed never goes away, at any Level.
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.
- Left Behind (Lesser, 3 pts): when you reform, leave one component on a target or in a room; for the rest of the Scene you know where it is and hear what it hears.
- Devouring Cloud (Greater, 6 pts): while swarmed, spend 1 Ki per round to engulf one target in Melee range: make a Physical attack, and on a hit they are Blinded and Distracted until you leave them.
- Crawling Armor (Lesser, 3 pts): in your true form, spend 1 Ki to cover yourself in a layer of your components for the Scene: the first single-target Physical attack per round against you loses one die.
- One Survives (Greater, 6 pts): once per Scene, if you would drop to 0 Health Levels while swarmed, spend all your remaining Ki (at least 1) to scatter instead: you leave the Scene and reform, on your last Health Level, at the start of the next one.
- Everything Comes Along (Lesser, 3 pts): your clothes and anything you carry break down into the swarm with you and reform with you.
- Hollow Shape (Lesser, 3 pts): while spread (Level 3+), spend 1 Ki to hold a convincing silhouette of yourself somewhere in your spread; the first attack this round aimed at you strikes the decoy instead. Requires Level 3.
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.
- Scattered Mind: while spread (Level 3+) you are Distracted.
- Hungry Swarm: after a Scene swarmed, your swarm must feed - a Slow action with something to feed on - before you break apart again; until then every use costs 1 extra Ki.
- Repulsive: anyone who sees you swarm recoils: social rolls against them are at Disadvantage for the rest of the Scene.
- Fire Bane: fire (or one other element fixed at creation) always counts as an area attack against you while swarmed, even from a single-target source, and deals double dice.
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.
Technokinesis
Machines speak their own language, and you are fluent in it. Electronics respond to you like you are one of their own - acting as an extension of your own hands. You can sense, access, alter and eventually command technology in ways that defy understanding.
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.
- Voice in the Wires (Lesser, 3 pts): speak or show images through any speaker or screen you are connected to.
- Borrowed Eyes (Lesser, 3 pts): while connected to a camera or microphone, perceive through it as if you stood there; it counts as your line of sight for other Gifts.
- Sleeper Command (Lesser, 3 pts): leave one standing order in a connected device - ‘when that door opens, cut the lights’ - that runs on its own later in the Scene.
- Skim (Lesser, 3 pts): as a Fast action, pull everything a connected device holds into your head; finding anything specific in it takes the usual Air + Difficulty.
- Blackout Pulse (Greater, 6 pts): spend 2 Ki: every powered device within Close range shuts down until someone restarts it (a Slow action for anyone).
- Into the Flesh (Greater, 6 pts): your Gift reaches implants, cybernetic limbs and drones: spend 1 Ki and roll Air vs. the owner’s Mental Defense; on a success one implant or drone stops working until the end of their next turn.
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.
- Wired In: you must touch the device, or something physically wired to it, at every Level; the range from Level 3+ only extends across a connected network.
- Feedback Burn: when a device you are connected to is destroyed or someone forces you out, you lose 1 Sanity.
- Static Mind: while you hold any connection open, you are Distracted.
- Hostile Static: machines you use by hand hate you: Disadvantage on any roll using a device the ordinary way.
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.
Telepathy/Empathy
Other people’s minds are an open book to you. You can hear thoughts they haven’t spoken, read the emotions below their expressions, and eventually establish a direct connection between minds. Intuition eventually becomes access to another person’s inner world.
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.
- Shared Senses (Lesser, 3 pts): through a two-way link (Level 4+), see and hear what the other person sees and hears. Requires Level 4.
- Quiet Mind (Lesser, 3 pts): other readers and mental attackers roll at Disadvantage to get into your head, and you always know when someone tries.
- Crowd Read (Lesser, 3 pts): read the mood of a whole crowd with one roll, and learn which person in it feels something different from the rest.
- Hear the Lie (Lesser, 3 pts): when someone within your range lies aloud, make a Gift Check (no Ki); on a success you know it was a lie.
- Empathic Anchor (Greater, 6 pts): once per Scene per ally, spend 1 Ki to restore 1 Poise or 1 Sanity to someone you are linked to, or end their Frightened or Flustered.
- Thought Before Deed (Greater, 6 pts): spend 1 Ki: against one target whose surface thoughts you have read this Scene, you have Advantage on defense rolls until the end of the round.
- Talking Down (Lesser, 3 pts): through a two-way link (Level 4+), with dedicated time each Week, heal away a Mental scar, on yourself or someone you’re linked to, in Weeks equal to how far below 0 their Sanity went. Requires Level 4.
- 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.
- Eye Contact: every read and link, at every Level, needs eye contact to start.
- Always On: you can’t shut it off: with a dozen or more minds within Close range you are Distracted.
- Feel It Too: when a forced read connects, you lose 1 Poise; when someone linked to you loses a Health Level, you lose 1 Poise.
- Known Reader: anyone who knows what you can do is uneasy around you: social rolls against them are at Disadvantage.
1- Against a target actively resisting, spend 1 Ki to force the read as a genuine Mental attack - 1 + half your Psyche dice per-die against their Psyche wall, breaching to their surface thoughts on a connecting die. Otherwise, roll Air + Difficulty to read someone’s general emotional state - fear, anger, deception, attraction, whatever’s closest to the surface - requires them to be within Close range and perceivable to you. Success reveals the surface emotion; no specific thoughts, just the feeling underneath. No Ki, no Gift Check.
2- Range extends to Near. The forced read rises to 2 + half your Psyche dice. You can now read surface, unguarded thoughts as well as emotions - still resolved as Air + Difficulty; a target actively resisting simply raises the Difficulty (GM’s call), not yet a contested roll.
3- Range extends to Far. The forced read rises to 3 + half your Psyche dice.
4- The forced read strengthens to 4 + half your Psyche. You can now project your own thoughts into a target’s mind as well as read theirs - a genuine two-way telepathic link. For a willing or aware participant, this works at Line of Sight (as far as you can see them, not bound by the normal Range Bands). Forcing a read on an unwilling target (the Level 1 Mental attack) is capped at Near. Forced reads can now dig into deeper memories and guarded secrets, not just surface thoughts. Ki cost for forced reads stays 1.
5- The forced read rises to 5 + half your Psyche dice, and its range extends back out to Far. Additionally, once you’ve established a genuine two-way link with someone (even briefly), you retain a limited telepathic connection to them indefinitely afterward - no range limit at all, a permanent bond once formed. Ki cost for forced reads drops to 0.
Teleport / Dimensional Portal
The distance between spaces doesn’t matter to you. You simply stop being at point A and start existing at point B. Walls, distance and even the boundaries between worlds become irrelevant as you flicker across space or rip open a gate through it.
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.
- Swap (Lesser, 3 pts): blink into the place of a willing person or an object within sight, sending it to where you stood.
- Anchor Mark (Lesser, 3 pts): leave a mark on a place, an object or a willing person; you can blink to it at any distance, without sight, as long as it exists. One mark at a time.
- Folded Pocket (Lesser, 3 pts): keep up to a backpack’s worth of things in folded space and draw one out as a Fast action.
- Blink Strike (Lesser, 3 pts): a Melee attack made right after a blink in the same turn has Advantage on its to-hit roll.
- Return to Sender (Greater, 6 pts): at Level 4+, when a ranged attack targets you or an ally within Near range, spend 1 Ki to catch it in a pinhole portal: it resolves instead against another target within Near range of you, using the attacker’s roll. Requires Level 4.
- Through the Fold (Greater, 6 pts): spend 1 Ki to strike through a hand-sized rift: one Melee weapon attack reaches any target you can see, as if they stood next to you.
- 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.
- Rough Arrival: every blink triggers a Gift Check; on a failure you arrive Off Balance and lose 1 Health Level.
- Cooldown: no more than one blink per round, and never in two rounds in a row.
- Open Wake: for 1 round after you blink, anyone who saw you go can step through after you.
- Nothing Heavy: you can take only what you wear and carry in one hand; anything heavier, and anyone you would bring along, stays behind. Can’t be taken with Extra Passenger.
- Marked Ground Only: from Level 2 on, blinks without sight need a sign you placed at the destination with your own hand. Can’t be taken with Anchor Mark.
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.
Threadspace
Just outside ordinary space is a place that belongs to you and you alone: a space you have carved into the Fray. It starts as a pocket you can stow a couple of things in. Eventually it’s a private refuge, shaped and furnished however you choose, and at its height a way home from anywhere.
How it works.
- It’s an actual place. It’s carved out of the Fray and sealed: nothing from the Fray gets in, and nothing inside wanders out, though an anomaly may be able to breach it. Inside, everything works normally. There’s air, light is whatever you furnish it with (the fold and the closet are dark), time passes as it does outside, and every rule works the way it does anywhere.
- It’s reached from ordinary space only. No fold or door opens from inside a Threadspace, yours or anyone’s.
- The fold (Levels 1-2) opens anywhere within arm’s reach - beside you, behind your back, under the table - and nobody sees it unless they’re watching your hands.
- The door (Level 3+) is a person-sized opening standing in the air within arm’s reach, and anyone who sees it knows it’s unnatural. Only you can open it. While it stands open, anyone can step through, and everything crosses - sight, sound, bullets, Gifts. It’s a doorway. Every time you open it, make a Gift Check: success costs nothing, failure costs 1 Ki, and the door opens either way.
- You come out where you went in. From inside, the way out is the door or fold you came in by. A door you open later, from outside, opens where you are then.
- Your time inside is limited, by Level. When it’s up, the Threadspace puts you out where you came in, along with everyone with you.
- When you can’t hold it. If you’re knocked unconscious, the door stays shut, and anyone inside waits for you to wake or for their time to run out. At your death the space comes apart, puts everyone and everything inside out where you are, and is gone.
A prepared door is a real door, frame or arch at a place you know intimately: somewhere you’ve spent a Month of your life, or less if the GM agrees it matters enough. Preparing it takes a full Day of dedicated work there and 3 Ki. You can have one at a time, and preparing another unmakes the first. It stays prepared until it’s destroyed, and then the way home is gone.
Adders
- 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.
- Swallowing Fold (Greater, 6 pts): once per Scene, when a thrown or fired object (an arrow, a knife, a grenade) would hit you, spend 1 Ki to fold it away and the attack misses. On a later Round, release it as a Fast action at a target in Near, rolling the object’s own damage.
- Quartermaster (Lesser, 3 pts): when you retrieve a stashed item, you can place it straight into the hand of a willing ally within Close instead of your own.
- Emergency Door (Greater, 6 pts): requires Level 3. Once per Scene, as a Fast action, open your door behind a willing ally within Close and pull them inside, out of harm until you let them out. Triggers a Gift Check. Requires Level 3.
- Oubliette (Greater, 6 pts): requires Level 3. Spend 2 Ki to shove a Grabbed foe through your door into a bare antechamber and shut it. They stay there until you open the door again or the Scene ends, and come out wherever the door next opens. Requires Level 3.
- Home Ground (Lesser, 3 pts): anyone inside your Threadspace without your invitation is Distracted for as long as they stay, and you always know where they are inside it.
- Stillwater Room (Greater, 6 pts): requires Level 3. Nothing stored in your Threadspace spoils, rusts or ages, and once per Day a Scene of rest inside counts as a Full Night’s Rest. Requires Level 3.
Limiters
- Slow Threading: opening the fold or door always takes a full Round instead of a Fast action, at every Level.
- Visible Seam: opening the fold or door always tears a glowing seam in the air that anyone within Near sees. You can never stash or retrieve covertly, and anyone who saw it knows exactly where you hide things.
- Spills on Collapse: whenever you’re knocked unconscious or drop to 0 Ki, the fold bursts open and everything stored at the Level 1-2 scale falls out at your feet.
- Chosen Threshold: at creation, choose a kind of surface (a shadow, a mirror, a doorframe, running water). You can only open the fold or door on or through that surface; none within reach, no access.
- 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 anomaly (GM’s call, rare), everything currently stored inside is at risk of being lost or expelled.
1- Stash or retrieve a handful of small objects (anything that fits in two hands) through the fold. A Fast action. No Ki, no Gift Check.
2- The fold grows to a closet’s worth of space. You can store considerably more, and duck inside yourself to hide for up to 5 Minutes.
3- The fold becomes a genuine room behind its own door, big enough to live in and furnish however you like. Up to an Hour inside.
4- The room expands into a full dwelling of your own design, as many rooms as you want, furnished and stocked however you like, and you can bring others through the door as guests. Up to a Day inside.
5- You can hold two doors into the same Threadspace open at once, linking those two real points for as long as both stay open: in through one, out the other. Within one Scene the second door opens where you are, like any door. Beyond that, at any distance, it can only open on your prepared door. Up to a Week inside, and opening a door no longer needs a Gift Check.
Transmutation
Matter is just an arrangement of atoms. You can break it apart and build it into something else. Shaping stone into walls, scrap into weapons or raw materials into something functional are all child’s play. You can’t create mass from nothing - nothing is created or destroyed - just rearranged according to your will.
Chosen once, at creation: how you perform the ritual that triggers this Gift, tracing a circle, speaking a precise chant, or simply focusing in silence. The mechanics stay the same regardless of flavor.
This Gift always costs Ki, at every Level. There is no mastery discount to free. This Gift cannot create or restore living matter, and cannot resurrect the dead: equivalent exchange has never once made that trade work.
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.
- Earthen Lance (Greater, 6 pts): requires Level 2. Slam the ritual into the ground or a wall and force a spike, fist or blade of it out at one target within Close, rolling your attack dice (Level + half Ferocity) against Soak. Costs your Level’s normal Ki. Requires Level 2.
- Unmaking Touch (Greater, 6 pts): as a Melee attack, spend your Level’s normal Ki to transmute a foe’s held weapon or worn armor: roll your attack dice against its Hardness, and if any die gets through, the item is ruined until repaired.
- Prepared Circle (Lesser, 3 pts): perform the ritual ahead of time on a surface without triggering it. Later, from within Near, trigger it as a Fast action, paying the Ki then. One prepared circle at a time; it fades at the end of the Day.
- Structural Read (Lesser, 3 pts): touch an object to know its composition, hidden compartments and weakest point at once. Your next attack against that object’s Hardness has Advantage.
- Pay in Flesh (Lesser, 3 pts): when you lack the Ki, pay any part of a transmutation’s Ki cost with Health Levels instead, 1 Health Level per Ki.
- Conductor (Lesser, 3 pts): while touching a continuous body of material (a floor, a wall, a hull), you can transmute any point of it within Close, not just what’s under your hands.
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.
- Single Material: at creation, choose one material family (earth and stone, metal, wood and plant fiber, water and ice). You can only transmute within it; Level 3 composition changes stay inside the family.
- Rebound: if the Moira + Difficulty roll fails, the working backlashes through you: lose 1 Health Level as well as the Ki.
- Understood Forms Only: you can only make something you’ve personally studied or taken apart an example of. No improvising a mechanism or tool you’ve never handled.
- Unstable Work: everything you transmute slumps back to its original form at the end of the Scene. Cannot be taken with Irreversible Exchange. Can’t be taken with Irreversible Exchange.
- 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.
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.
Unburdened
You know what your body is supposed to need, but you decided to tell it no. Heat, cold, thirst, hunger, exhaustion, pain and even the need to breathe are just signals that you can turn off. You can keep going long after an ordinary person would have collapsed. Survival limits are now little more than an inconvenience.
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.
- Refuse Exhaustion (Lesser, 3 pts): spend 1 Ki to ignore the Exhausted condition until the end of the Scene. When the Scene ends, it lands on you as normal.
- Share the Burden (Lesser, 3 pts): spend 1 Ki to extend your current breath-holding and deprivation benefits to one ally within Close for a Scene, so long as they stay within Close of you.
- Deathlike Stillness (Lesser, 3 pts): as a Normal action, stop your breath and heartbeat. Short of supernatural senses, anyone examining you finds a corpse, while you stay aware of everything around you. It ends when you move.
- Tireless Pursuit (Lesser, 3 pts): you never tire from running. In a chase or on a forced march you can hold a Sprint for as long as the chase lasts, and you have Advantage on rolls to keep pace.
- Starve the Body (Greater, 6 pts): once per Scene, burn the body’s reserves: recover 2 Ki at once. At the end of the Scene you’re Exhausted, and you need food, water and sleep now regardless of your Level until you properly eat and rest.
- Breathless Stance (Lesser, 3 pts): spend 1 Ki and hold your breath: until you next speak, breathe or the Scene ends, you have Advantage to resist being knocked Off Balance, Staggered or Grabbed.
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.
- Unfelt Wounds: you don’t feel injury. The GM tracks your Health Levels and warns you only when you’re down to your last one, and you don’t notice Bleeding or Envenomed until someone points it out or the Scene ends.
- Hibernation: when you finally do rest, you sleep a full Day and can’t be woken by anything short of taking damage.
- Locked Ki: Ki you spend on this Gift or its Adders doesn’t refill until you’ve properly eaten, drunk and slept.
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.
Undying Vigor
Poison, disease, the passing of time… Your body refuses to succumb to these things. You can be killed. You can be broken, bleed and die - but you won’t die from natural causes. Sickness, age and decay will not be what ends you.
Purging a poison or disease (Level 3+) always costs Ki. There is no mastery discount to free.
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.
- Venom Keeper (Lesser, 3 pts): requires Level 3. When you purge a poison, you can hold it in your blood instead. Your next weapon or unarmed hit that deals a Health Level before the Scene ends leaves that target Envenomed. Requires Level 3.
- Poison Eater (Lesser, 3 pts): once per Scene, when you resist or purge a poison or disease, recover 1 Ki.
- Plague Sense (Lesser, 3 pts): you sense poison and disease within Close: a tainted cup, a sick crowd, a coated blade. No roll; you know it’s there, not what it is.
- Clotting Blood (Lesser, 3 pts): Bleeding ends on you at the end of each of your Rounds.
- Deathless Flesh (Greater, 6 pts): Advantage to resist curses, rot and life-draining effects that wear you down over time rather than strike you.
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.
- Fever Purge: every purge is violent: after you use the Level 3+ purge, you’re Exhausted for the rest of the Scene.
- Specific Bane: at creation, choose one substance (silver, a certain herb, blessed water). Your immunities never apply to it, and exposure leaves you Envenomed with Disadvantage to resist.
- Rejects Remedy: your body fights off outside help too. Medicine and first-aid rolls to treat you have Disadvantage.
- Brittle: your body resists slow death but not violence: Disadvantage on rolls to resist Bleeding and Staggered.
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.