The Silent Majority "Never Alone"

2
You possess superhuman wits and insight.
Used by Liam Holloway, Created by Strazhari.
( )

Liam hears the voices of the dead, who guide him to do better


You gain the following benefits at all times.

Your Intellect rating is increased by 0. 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).

You also gain the following effects:

  • Push Through It: When you Exert your Mind to ignore Penalty and gain +1 to your Outcome, it lasts for 3 Rounds.
  • Quick Thinking: Any Intellect rolls other than Power activations are made as Free Actions. You get +2 dice to all Initiative rolls.

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

Community Power Gifts

She still remembers her old form, with mixed feelings. She can turn back into it, but it's not right. Not anymore. When she returns to her base form, that's not it anymore.

Minerva's form is made of will more than anything else - and she can choose how it is effected. Expressions of energy, heat and cold, have little effect on her if she chooses not to let them. And being made from will, it suffuses her entire body. She isn't stored in the brain any more than she is stored in the foot - She doesn't have a soul, she is a soul. She has a body.

You gain the following benefits at all times.

You are permanently and visibly transformed: A kitsune. You are considered to be a Sapient, Living being when targeted..

You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

  • Your heat resistance does not extend to your equipment. Fire does not degrade this effect over time.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Exert your Mind and spend an Action. Select a Location within 60 feet of you. Choose a 3-D shape that will define the borders of your Effect.

You create a zone of sticky web in the chosen shape, originating at the chosen Location, with a radius of 60 feet. and lasting for as long as you maintain Concentration. The area inside your zone is affected in the following ways:

  • Danger Zone: The zone contains venomous web. At the end of each Round, everyone in the zone must roll Body at Difficulty 8. Anyone who fails or botches receives a Severity-1 Injury.
The zone expands immediately to its full size from the chosen Location, but will be stopped from spreading in a particular direction by any barriers or cover, and can only fit through openings large enough to fit a grown adult. If a new opening appears while the Effect is still active, it will finish spreading in that direction.

Any time someone leaves your zone, they remain affected by your Zone Effects for an additional 3 Rounds as if they were still within the zone.

  • You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • 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 may go five times longer than a normal human without food, water, sleep, and air.

Exert your Mind and spend an Action to activate. This Effect cannot be used unless No one can see Them when they transfrom.

You transform into His performance form for 3 minutes. You have access to all of your Powers while you are His performance form, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Charisma is increased by 1.

While transformed, instead of your normal clothes and equipment, you are equipped with: In this for they're wearing white gloves, a pair of black jeans, and a black long sleeve dress shirt

Stock Power Gifts

Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.

You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.

The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.

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

  • Depending on the length of your message, it may take a target some time and/or effort to understand it in its entirety.
  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • 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.

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

  • 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.

This Effect cannot be used unless you are making a deal to exchange money for protection.

You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.

Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.

When crafting your oath, you may incorporate any of the following penalties:

  • You may suspend a targeted Offensive Power which will take effect when the oath is broken. The Power must be able to target all participants the oath indicates it could hit.
  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.

  • All Oaths must have at least two participants.
  • The target must be physically present to enter the oath.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
  • 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. This Effect cannot be used unless the target does not know you're watching them. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.

You learn a single specific piece of information, chosen from the following list, about your target:

  • You learn how to reliably contact the 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.

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

  • Contact info Low Outcome: a means of communication (phone, email, a secretary). High Outcome: specific phone numbers, email addresses, protocols for getting access to the individual.
  • 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.

Exert your Mind and spend an Action.

You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.

While in this form, you can squeeze through any gap that is not water-tight.

Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.

You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.

You have access to your Powers while transformed.

When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.

  • The Severity-limiting effect from Squish does not stack with the Enhancement Tough from Mythic Brawn.