Spatial Warp Warp

2
The power to leap across vast distances and tremendous heights.
Used by Athena Rush, Created by Riley.
( )

The void is far more forgiving anf maleable when it comes to bending space and experiences Void Traveler will know how to use this to their advantage. Athena, being one such Void Traveler, is abke to use this to her advantage. In order for it to be easy and painless, traversing between the two planes, it pays for Athena to have a gift of the void somewhere on her body to make the transition easier.


Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. This Effect cannot be used unless She has to have at least two Warp Form Augments on her in order to use Warp. They must give no functional benefit.. Make a Trauma roll when you activate this Effect.

You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

You may activate this effect while in free-fall, as long as your target Location is a surface on which you can land.

Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.

  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You may only use this Effect once per round of combat, regardless of any enhancements you have taken.
  • You can target yourself if you qualify as a valid target by the other requirements.

Community Targeted Gifts

Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Intellect + Technology at Difficulty 6.

You learn the following information about the area:

  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same area more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Traumas if the Traumatized / Traumatized is failed:

- **Substance Addiction: Alcohol** ; You are addicted to a specific substance. Any time you encounter that substance, you must roll Self-Control. If you fail, you must consume it, and if you botch, you will Overdose. You are unable to regain any Mind from resting unless you have consumed the substance that day.
OR / AND

- **Substance Dependence: Alcohol** You are dependent on a specific substance. Any time you fail a Self Control or Trauma roll you must roll Self-Control. If you fail, you must consume it, and if you botch, you will Overdose. You are unable to regain any Mind from resting unless you have consumed the substance that day--and if you would fail this Self Control or Trauma roll and not have any of the Substance in access, you take a point of Mind Damage.

Spend 1 minute and use up this ________. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Roll 11 dice at Difficulty 6, dice penalties do not apply.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • This consumable is destroyed when used and cannot be used again.
  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must use up hand full of Grave Dirt in order to activate this Effect.

Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. It has no obligation to follow your commands and is often aggressive.

The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume Flesh of the Living every day or it will die again.

Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Necromancy.

  • The creature will die at the end of any 24 hour period gone without consuming their specified diet, and it is important that this growing desperation is reflected in how they are roleplayed.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within arm's reach no larger than a duffel bag (35 liters). Roll Brawn + Athletics Difficulty 6.

If your Outcome is 4 or higher, the target will be fully and completely destroyed, leaving behind no meaningful remains. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.

  • The shape of the destroyed material must be simple, such as a box or sphere. Bringing down large buildings requires an Intellect + Crafts roll to analyze the structure and may also require multiple activations. Buildings that are destroyed usually fall slowly or in pieces, creating an environmental hazard for a few Rounds prior to collapsing.
  • Destroyed targets cannot be repaired, as they do not leave any remains behind.
  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

One day, Vihn Thach was messing around with chemicals in his lab and had made a huge break through. He found a chemical compound that would react with resin quickly and make it the object practically indestructible. Unfortunately, it seems to slowly lose its effectiveness and after many trials and errors, he has decided to continue his research, he will require chemicals from out of this world.

Exert your Mind and spend a minute to activate. Select a non-Alien Device within arm's reach. You must use up 1 vial of special of resin in order to activate this Effect. Cannot be used to improve Armor.

For the next hour, your target receives 1 extra dice to all actions taken with its intended use. While it is upgraded, the item cannot be destroyed.

  • "Destroyed" in this context means "prevented from functioning", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed".
  • You can target yourself if you qualify as a valid target by the other requirements.

Stock Targeted Gifts

Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 4.

You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.

Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.

Animated Objects have the following restrictions and capabilities:

  • Awareness: Animated targets are capable of perceiving the world around them within reasonable limits. They cannot communicate in a clear or coherent way.
  • Movement: Animated targets can use an existing method of locomotion (wheels, etc); otherwise they can move across the ground at 15 feet per round, or hover up to a height of 7 feet in the air at 10 feet per round.
  • Combat: Animated objects cannot take offensive actions in combat.
  • Artifacts: Animating an Artifact does not grant the animated object access to any Effects built in to that Artifact.
  • Ability Use: If an action requires a roll, Animated objects have a dice pool of 7 when performing a task for which they were designed, and a dice pool of 4 for taking any other actions.
  • Toughness: Animated targets are as easy to destroy as they were prior to being animated. If destroyed, the effect ends.
  • Following Orders: Animated objects are controlled by the GM, and will follow any commands you give them, as long as they don't require problem-solving.

  • A task for which an object was designed might include a broom sweeping, a gun shooting things, a car driving, a towel rubbing up on stuff, etc.
  • Animated objects may be more or less susceptible to certain attacks at GMs discretion. A scarecrow golem would be easily destroyed by a sword (or fire). An animated suit of armor may not fear bullets but could be smashed to bits with a hammer. A full bronze statue is largely indestructible but might have difficulty standing up if toppled.
  • If an indestructible object is animated, the animation ends in any event where the base object would have been destroyed.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a target Location within 75 feet.

You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.

You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.

  • This does not satisfy the Line of Sight requirement for targeted Effects.

This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.

You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • This does not satisfy the Line of Sight requirement for targeted Effects.

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.

  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.