Predator/Prey

1
The power to sense things humans cannot.
Used by Timmothy Tamolie, Created by SageChris08.

The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may triangulate the tiniest sounds or smells.


Exert your Mind and spend an Action.

Your senses are enhanced in the following way. Lasts for three hours.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.


Community Power Gifts

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:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Pin Down: If you make a thrown attack with something sharp, and it hits a target near a wall or a floor, the projectile pierces through them, pinning them to the wall or floor. Unpinning oneself quickly will increase the relevant Injury’s Severity by 1.
  • Track And Field: “If you move at least 25 feet in a straight line before making a thrown Attack in that direction its effective range is tripled, and you deal +1 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.

On the name:
A term that Zephyren has learned in his Engineering classes, which is just a really roundabout way of saying something has blown up when it wasn't supposed to. A lot of things aren't supposed to explode, but does it stop Zeph from trying anyway? Not really.

On destruction:
He's the burnt aftermath of a blaze. He's the ashen trail left behind - always to be abandoned, always to be harmed and tossed away. He has to change that. He can't just let people get away with this. He'll take their place just so they can't do it to him willy-nilly anymore.

On anger:
Zephyren is a ball of anger. From the beginning he's got an intense anger for the world that he's just been keeping at the back of his mind, shelved for later use. It's melting down in the archives, it's overheating in the engines. He was never meant to hold it back. Now it's just a source for more anguish from the things he destroys out of spite. He tells himself that he feels horrible about it, but in the long run, he thinks he's better off taking out his anger on lifeless items. Unfortunately, it seems that channeling his anger in any way still has consequences...

On expletives:
Something is stopping Zephyren from saying something truly unforgivable. This power does it for him. It screams and wallows over all the stupid decisions people have made, all the ways they could've solved all their problems if they weren't [insert slurs here]. He's heard other people say these things all the time back home, so why couldn't he? He knows why. He only hopes that social convention isn't the only thing that's holding him back.

Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within 20 feet no larger than a purse (5 liters). Roll Perception + Occult Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. 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.

If you have access to the remains of an object you had previously damaged or destroyed, you may spend an Action to un-destroy it.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a firebird forcefully expanding from within and mutilating itself so it could escape the object.

  • 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.
  • The amount of remains necessary to un-destroy an object must be at least equivalent to half the size of the original object. The GM may make exceptions to this at their discretion in circumstances where the method of destruction has altered the size significantly, but the remains you possess are still clearly the majority of the original object.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • 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.

Exert your Mind and spend an Action.

You transform into Warrior for 30 minutes. You have access to all of your Powers while you are Warrior, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Attributes are the same. Your Stress is reduced by 2.

While transformed, instead of your normal clothes and equipment, you are equipped with: Warrior Garb

If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.

Possession of this Power grants the following Trauma at all times: Heavy Drinker: You must roll Self Control to refuse any drink, even if you know it is poisoned.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action. Select a target within 45 feet. This Effect cannot be used unless Their alternate form is active and they were affected by Don's traumatize. Roll Brawn + Alertness at Difficulty 6. The target may contest by Defending or Dodging.

If you succeed, your target will be pushed or pulled towards a surface within 45 feet and is restricted at that location by a physical, tangible binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Brawn, they are encased and cannot take any physical Actions other than attempting to escape until they break free.

The target may spend an Action and roll Brawn or Dexterity + Athletics to attempt to break free. They must accumulate a total Outcome equal to or greater than the original Contested Outcome to escape. Damage to the binding from outside sources also contributes.

If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.

You may end this Effect prematurely as a Free Action.

  • 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.

A root easily tripped across, a car that grazes them as they're crossing the street, or perhaps a monkey in a nearby tree haphazardly tossing a coconut-
The target will find themselves incredibly accident-prone, taking a minor 1 point injury per day, randomly.
Their 'destiny' is ripped away from them, and it's as though the universe itself is conspiring against them. A bird may fly in front of their fireball as they throw it. They may get accosted by a more of dust blown up their nose and randomly sneeze and interrupt themselves as they try to do a power.

This does not summon anything new, or create a disease in the target, it just ensures something in the environment will hurt them when the damage is 'due'
Randomly aggressive animals and freak accidents are usually how to damage is dealt.

Exert your Mind and spend an Action. Select a Living target within 25 feet. This Effect cannot be used unless Someone must hear her mention that the target deserves whatever is coming.. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.

If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:

  • Brain Fog: The target’s thoughts are muddled and incoherent. They must succeed a Mind roll to remember details of things, at Difficulty 7 for old details and Difficulty 9 for things which occurred while afflicted. They also take a -2 penalty to all mental actions, which grows by -1 every hour until it reaches your Outcome.
  • Magical Miasma: The target’s connection to the world’s mystical energies is weakened. Any time they try to activate an Effect or any kind of supernatural ability, they must roll 1d10 at Difficulty 5, and if they fail, the Effect or ability fails. The Difficulty increases by 1 with every hour that passes.
  • Poisoned: The target gains a Severity-1 Injury which ignores Armor and doesn’t heal naturally. For every hour that passes, they receive a new identical Injury. If this new Injury would kill them, they roll 1d10 at Difficulty 6. Success cures the condition; otherwise, they will die.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by Ritually bathe in clean, clear, natural running water under the light of the moon. (15 minutes).

This Effect is not obvious, and the only sign you are using an Effect is Speaking with a calm, soothing voice and an intense stare. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • 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.

Stock Power Gifts

Exert your Mind and spend an Action. Select a Living, Animate target within 25 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 6.

If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.

You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”

Each memory takes as long to read as it takes to answer the question. 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.

  • In the case of a failed activation, GMs should consider how bystanders would realistically react to a potentially-outlandish accusation of mind-reading.
  • 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.

This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.

If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • 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 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.

Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. 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 a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.

  • 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.

Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • In the case of a failed activation, GMs should consider how bystanders would realistically react to a potentially-outlandish accusation of mind-reading.
  • 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.