Ad mortem, enemice! Pugna amplius! Mittesne tu iam?!

1
You possess a mastery of Roman Weaponry.
Used by Felix Marcus Victoriae, Created by PlantageAlley.

With incredible precision, the Roman utilises his gladius to cut down whoever may stand in his way.


You gain the following benefits as long as you are engaged in combat with Roman Weaponry.

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

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.
  • Fancy Footwork: You may move your full Dash distance and attack in the same Round without penalty. You may also split your movement before and after your attack.

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

Community Power Gifts

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Gathering wind around himself, he envelopes his body in a light whirlwind before shaping it into a large mallet that he wields for a brief moment. Immediately after he sweeps the new weapon toward the target, releasing a supernaturally enforced shotgun-like gust of air that slams into the victim. This causes the hammer to vanish once it impacts something but in return, the target is hit with the sensation of hundreds of razor blades cutting and slashing at their body.

Spend an Action. Select a target within 45 feet. Roll Dexterity + Crafts 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.

This Gift's Cost is capped at 2 and cannot be increased further.

  • 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 can move at three times your normal movement speed.

Your super speed affects all self-powered modes of movement, and you may avoid minor obstacles as you go.

  • 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.

Exert your Mind and spend an Action. Select a Living target within 45 feet. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Dexterity + Brawl 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 6. Armor is fully effective against this damage.

Injuries caused by this Effect can be Stabilized but do not heal naturally. Any Effect that would heal them has its effectiveness reduced by 2 Severity Levels, to a minimum of 1 Severity level of healing.

If the target receives an Injury, they are knocked back 5 * Severity feet.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • 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 (unless you are transformed into the Phoenix) and spend an Action. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. This Effect remains active for two hours.

As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You may ascend into the air and fly using your flaming wings. You require 10 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your flaming wings via a called shot or Battle Scar, you can only glide until they are healed.

You are subject to the following effects while gliding or flying:

  • Dive Bomb: When falling, you may rapidly accelerate beyond terminal velocity, moving 2000 feet per round, so long as you fall straight down, allowing you to easily catch other falling targets.
  • Ethereal Wings: Your flaming wings can no longer be damaged, destroyed, or receive Battle Scars.
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

You may only use this Effect once per day.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

Exert your Mind and spend 1 minute. Select a Living, Animate target within 300 feet Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Gets booted out of current body. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. You must maintain Concentration while the effect is active. Roll Intellect + Influence 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 unaware their memories are being probed. 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 Fiddling with money. 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.

Stock Power Gifts

Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Charisma + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.

If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a phobia of holy things as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.

  • 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 Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.

If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.

You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.

  • This Penalty is not removed if a character Exerts their Mind to ignore penalty.
  • If a character has a dice pool reduced to 0, they cannot attempt that action.
  • 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 engaged in combat with wooden longbows.

You receive +2 dice to all rolls using wooden longbows. Reloading is considered a Free Action.

You also gain the following effects:

  • Bullet Parry: You may Defend against any attack in range of your attacks. Defending this way still costs a Reaction.
  • Bullseye: If you are not making an attack, any projectile you fire will be considered a complete success without needing to make a roll.

Take a Severity-1 Injury and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.

If you succeed, you possess your target for a number of minutes equal to the Contested Outcome. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.

You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.

Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.

Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.

Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.

Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body. Otherwise, they may Exert their Mind to evict you from their body.

  • Access to equipment-based Gifts such as Signature Items depends entirely on whether you are holding the relevant object, and is not impacted by whether or not you are possessing a target.
  • 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.

Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.