Heightened Sight I see you!

1
You possess supernaturally heightened senses.
Used by Sgt Maj Jason Decker, Created by Kamulis.

When Jason activates his dark vision, his eyes turn completely black. It's as if his pupils have enlarged to cover his entire eye.


You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.


Community Power Gifts

You gain the following benefits as long as you are using your mastery to protect or rescue innocents and you are engaged in combat with Rider Weapons.

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

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.
  • Dismember: If one of your attacks causes a Battle Scar, you may choose for it to be some form of dismemberment, depending on the Severity of the Injury you caused.
  • 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.

Getting mind-controlled by an insect god drastically changes the way you look at the world, but also leaves traces of power ingrained in your soul.

You gain the following benefits as long as you're transformed.

Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.

If you go a round without using your Movement, you immediately collapse and must remain immobile and resting for the same duration of time you previously spent moving.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

The humming usually reflects the general mood of those in it's initial range. An angry crowd will cause the user to feel compelled to hum a loud and dissonant tone, while more peaceful groups will inspire light and steadier tones. If there's no mood to read, or there is a sufficient mix of emotions, the caster will end up humming the last song that was stuck in their head. Mercifully, it is guaranteed to not get stuck again from this exercise.

Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: Take a knee, close your eyes, hum whatever come naturally, and trace a circle in the ground with the butt of your gun. You must actively and obviously use A.38 Special Revolver to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You automatically detect all fearful humans and murderers within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.

Exert your Mind and spend three Actions performing the following ritual: singing or playing guitar. Select a target within 20 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Dexterity + Performance at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.

If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They can still move their arms and use Effects, but are reduced to ÂĽ of their movement speed.

Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the contested Outcome on the Effect activation.

Your bindings affect intangible beings like ghosts.

  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • 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.

You gain the following benefits at all times.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a Thrusting sword.

Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.

Stock Power Gifts

Exert your Mind and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You may start or extinguish a fire as large as a fire in a residential fireplace at your target. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.

Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.

You may extinguish flames as a Reaction. This does not extend to explosives.

  • Someone may attempt to extinguish a fire that you started by spending an Action and rolling Dexterity + Athletics. An Outcome of 3 puts out the fire
  • 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 a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.

You learn all the following information about your target:

  • You may follow the target's trail, no matter where or how they have traveled, so long as the trail is less than a day old.

The quality and specificity of information gained depends on your Outcome.

Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.

  • Tracker You are not made instantly aware of where they have been in the past 24 hours; you must follow their trail. You may "happen upon" any trail they have made in the past 24 hours.
  • 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.

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.

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.

  • 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 1 minute. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.

You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”

Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.

This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • 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.