Shockwave Thrust

1
You possess move incredibly fast.
Used by Eiko Ymara, Created by Demonic.
( )

The Air Vibrates in waves around you Before you Release a monstrous Sonic Force below you In the form of Death metal music Allowing you to Glide above the ground almost as if you were skating on air, letting you move at insane speeds.


You gain the following benefits at all times.

You can run at three times your normal movement speed.

If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.

If you stop running, you immediately collapse and must remain immobile and resting for the same amount of time you spent running.

  • 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.

You are viewing an old version of this Gift.
To view the most recent version Click Here

Revision purchased with:
Revision purchased with:
Gift from the Asset Gifted spent on improving power: Aero Leap
Improvement from writing a Journal for Enzyme spent on improving power: Aero Leap    (since refunded)
Revision purchased with:
Improvement from writing a Journal for Enzyme spent on improving power: Aero Leap    (since refunded)
Revision purchased with:
Gift from playing in Passing the Hours spent on improving power: Aero Leap    (since refunded)
Revision purchased with:
Gift from the Asset Gifted spent on new power: Aero Leap    (since refunded)

Community Passive Gifts

You gain the following benefits at all times.

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

Possession of this Power grants the following Trauma at all times: Does Not Compute - Whenever you are presented with a critical (crucial) split-second decision, such as a Reaction, roll Self Control. On a failure: you are "stun-locked" out of your reaction, as your brain overclocks itself.

You also gain the following effects:

  • Brilliant Deduction: You may spend five minutes pondering an enigma, puzzle, or mystery, and roll Intellect at Difficulty 8. Success will reveal a clue or other tidbit that you have otherwise missed. Limit once per enigma.
  • Push Through It: When you Exert your Mind to ignore Penalty and gain +1 to your Outcome, it lasts for 3 Rounds.
  • Insufferable Know-It-All: Any social rolls you make are at +1 difficulty, and if someone else can answer an informational question or solve a puzzle before you do, make a Trauma roll.

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

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

+2 dice to rolls for Attacking, Defending, Grappling, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).

Possession of this Power grants the following Trauma at all times: Delusions of Invincibility.

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

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.
  • Precision Strikes: You may use Dexterity instead of Brawn to Attack and Defend. If you would successfully incapacitate a target using Finesse, you may opt to knock them out for one hour instead of having them suffer an Injury.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits as long as engaged in combat with Long bow.

You receive +2 dice to all rolls using Long bow. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.

You also gain the following effects:

  • Arc the Arrow: You may attack targets who are behind cover without any penalty.
  • Bullseye: If you are not making an attack or activating an Effect, any projectile you fire will be considered a complete success without needing to make a roll.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Hail Storm: You may Exert your Mind to make an attack with Long bow 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.
  • Payload: Your projectiles can carry a payload of up to 3 lbs without a penalty.
  • Pincushion: Any attack or Effect activation roll against a target that already has one of your projectiles stuck into them is rolled at -1 Difficulty.

  • The arrow should have to make a maximum of a single turn to hit its target. It cannot traverse an arbitrarily complex path.

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

Your senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a Sentire to “ping” with your echolocation each Round you wish to use it.
  • Touch: You can pick up on subtle differences between textures with ease, and can immediately find what you are looking for when rummaging (digging through trash, finding a needle in a haystack, etc), assuming it is actually present.

Curse of the Ring: When in danger or an uncomfortable situation, roll Self-Control to resist putting the ring on and running away. If you try to get rid of the ring roll self-controll as well

You gain the following benefits as long as you are wearing this Artifact.

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 completely obscured from sight. All attempts to detect you via sight fail. Attempts via other senses where sight 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.

Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Curse of the Ring. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • 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.

Stock Passive Gifts

You gain the following benefits as long as you are wearing this Artifact.

You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.
  • This Effect’s Armor rating cannot be increased by any other Effects.

You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.

You gain the following benefits at all times.

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

  • Pathfinder: You are adept at making your way through crowds, underbrush, and other dense, congested environments. While doing so, you move at full speed.
  • You are able to climb trees and cliffs at your full movement speed.

You only gain the benefits of this effect if you are in an area without a human building within 300 feet.

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.

You gain the following benefits as long as you are biting and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.