Feline Archery "ZING"

3
You possess supernatural skill with bows, crossbows, and slingshots.
Used by Darren Stanley, Created by jwesley123.
( )

Darrens hunting times has improved vastly


You gain the following benefits as long as engaged in combat with bows, crossbows, and slingshots.

Your attacks with bows, crossbows, and slingshots have their base Difficulty set to 6, are no longer limited by your Brawn, and deal +1 Bonus Damage. Armor is fully effective against this damage. Reloading is considered a Free Action.

You also gain the following effects:

  • Bullet Parry: You may React to and Defend against firearms and other projectiles with bows, crossbows, and slingshots.
  • Hail Storm: You may Exert your Mind to make an attack with bows, crossbows, and slingshots against all targets within a 120 degree arc in front of you. Your full attack Outcome applies to each of them, but they may attempt to Dodge or Defend if they are aware of the attack.
  • Pin Down: If your attack 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.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

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Revision purchased with:
Gift from playing in Third Time spent on improving power: Feline Archery    (since refunded)
Revision purchased with:
Gift from playing in Third Time spent on improving power: Feline Archery    (since refunded)
Revision purchased with:
Revision purchased with:
Gift from playing in Rage spent on new power: Feline Archery    (since refunded)

Community Power Gifts

Exert your Mind and spend 2 Actions. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Perception + Investigation at Difficulty 6.

You learn the following information about the area:

  • You learn about any traps or ambushes in the area. Using this power does not trigger said traps or ambushes.
  • You learn Hidden Features - Detects concealed doors and secret caches etc. (Requires Seasoned)
  • You choose a specific type of event and receive a vision of the last time it occurred here.
  • 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.

You gain the following benefits at all times. You must actively and obviously be using Bifocals to gain the benefits of this Effect.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • Bedside Manner: Whenever you successfully provide major medical treatment to a patient, they recover 1 Mind. A patient cannot recover more than one Mind per day in this way.
  • In-Network Coverage: Any rolls to provide medical treatment to Neuroscience, including Effect activations, receive +2 dice.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

You gain the following benefits at all times.

You get +4 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Been There, Done That: If you succeed a Mind resistance roll, subsequent attempts to use that same Gift or supernatural ability on you for the next day will fail.
  • Instant Karma: If you successfully resist an Effect with your Mind, you may reflect it back to another target as though you had cast it.
  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • When reflecting an Effect, its Activation Outcome is equal to your resistance Outcome. If you reflect it back at the target who cast it originally, they do not receive a resistance roll.
  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

Exert your Mind and spend 1 minute. You must use up a pile of disparate spare parts or junk, roughly equal in size to the desired object in order to activate this Effect.

Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.

Roll Intellect + Technology to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.

  • The Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).

Exert your Mind and spend 15 minutes.

Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.

Roll Brawn + Crafts to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.

  • The Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).

Stock Power Gifts

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

  • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.

Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.

You learn the following information about the area:

  • You can tell which entities lay claim to each part of the area and how these borders have shifted over time.
  • You learn where exactly creatures and people live within the area, and what sorts of creatures they are.
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.

Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the 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. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.

  • 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.

Exert your Mind and spend an Action.

You may move easily and without a roll in any of the following situations. Lasts 2 hours.

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.

Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.

The target can communicate in your language for the next 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.