What's at hand

4
You possess a mastery of thrown weapons.
Used by Jacko, Created by SeedofEntropy.

Jacko doesn't know what can be thrown, Jacko just picks up and goes Yeet, and it goes places.


You gain the following benefits as long as you are engaged in combat with thrown weapons.

+2 dice to all rolls utilizing thrown weapons.

You also gain the following effects:

  • Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
  • Junk Wolf: Thrown attacks with improvised thrown weapons always deal a minimum of 3 Weapon Damage.
  • Yeet!: You can throw things up to 100 extra feet per point of Brawn with no penalty. Anything thrown further than 100 feet will not land at its target until the next Round on your initiative.


Community Passive Gifts

You gain the following benefits at all times.

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

You also gain the following effects:

  • Clear-Sighted: If you see an illusion, disguise, or other false reality, you recognize it as such but cannot immediately see through it.
  • Slow Time: You may substitute your Perception as the Attribute for any rolls made for Reactions.
  • Weak Points: You may use Perception in place of Dexterity on attack rolls.

You gain the following benefits at all times.

You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. You only remain obscured while you are standing still; moving or taking actions will suspend the Effect for a Round.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

You gain the following benefits as long as you are engaged in combat with knives.

+2 dice to all rolls with knives. You may Defend against firearm attacks from any range using knives.

You also gain the following effects:

  • Quick Draw: You may draw and equip yourself with any melee weapon on your person or within arm’s reach as a Free Action, as long as it is not being wielded by someone else.
  • Riposte: If you successfully Defend against an attack within range of your melee weapon, you deal Damage equal to your excess Outcome plus Weapon Damage back to your attacker.

Alexandre Duma's works not only are revolutionary for their period, but they stand the test of time nowadays. Julio used to imagine, during multiple daydreaming sessions, that he could one day be a knight, too, and protect his loved one with his might alone.

You gain the following benefits as long as you are engaged in combat with melee weapons.

+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.

Possession of this Power grants the following Battle Scar: A prosthetic, metallic left middle finger that looks burnt into the skin.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.

You gain the following benefits at all times.

You no longer require any food, water, sleep, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.

You may Exert your Mind to adapt to your current environment for three hours. While adapted, you do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.

  • In lieu of sleeping, once per day you may spend one hour meditating to recover a Mind Damage.

Stock Passive Gifts

You gain the following benefits at all times.

You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..

You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.

Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.

You cannot ignore or decrease the effects of Stress for any social rolls you make.

The Severity of any Injury caused by electricity is increased by 2.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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

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

You also gain the following effects:

  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a cricket chirp to “ping” with your echolocation each Round you wish to use it.

You gain the following benefits as long as you are engaged in combat with melee ninja weapons.

+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Falling Crane Strike: If you move and then make a successful attack against a target closer than the full distance you could have moved, you may choose to travel the excess movement in a straight line beyond the target.

You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.

You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

You may turn this Effect on and off at will during its duration.

Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.