Atlas "Size doesn't mean everything!"

2
The power to temporarily move in a manner that ordinary humans cannot.
Used by Maze, Created by Ricterx.
( You must actively and obviously be using up a sandwich.)

Pulling out a sandwich he devours it, no sooner empowering them with a buff from his own world. This skill displays itself with floating text above his head saying "Unstoppable" for a bit of time, no longer abiding by the rules or regular movement as he goes where he wishes.

--------------

Pathfinder: On activation this skill allows him to run up trees, walls, and swim incredibly quickly, while also ignoring his natural encumbrance.


Exert your Mind and spend two Actions performing the following ritual: he takes the time to eat a sandwich. You must use up a sandwich in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

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

  • Amphibious: You are able to move about in liquids using standard Movement rules rather than any special swimming rules.
  • Pathfinder: You are adept at making your way through crowds, underbrush, and other dense, congested environments. While doing so, you move at full speed.
  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at half your normal movespeed.
  • You are able to haul and carry at your full movement speed.

As long as this Effect is active and you are traversing a terrain it covers, your movement speed is doubled.


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

Revision purchased with:
Revision purchased with:
Revision purchased with:
Improvement from Earning commission in Epitaph spent on improving power: Atlas    (since refunded)
Revision purchased with:
Revision purchased with:
Gift from playing in Tower of God spent on improving power: Atlas    (since refunded)
Revision purchased with:
Revision purchased with:
Gift from playing in Epitaph spent on adjusting power: Atlas    (since refunded)
Revision purchased with:
Gift from playing in CONTRACTOR CON spent on revising power: Pathfinder    (since refunded)

Community Power Gifts

Exert your Mind and spend an Action. Select a Sapient target within 20 feet. You must actively and obviously use a camera to activate this Effect. Roll Mind 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 Paranoia 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.

As his vision faded, his other senses sharpened in ways he could hardly bear. It was as if the spirit of Sukhman Odikhmantievich, a mystic bogatyr from his lineage, had awakened within him, refusing to let him turn away. Sukhman was known for his uncanny ability to see beyond sight, a gift for perceiving the world’s hidden layers. Now, that power had passed to Harry, manifesting as a twisted gift that denied him the relief he had sought in blindness.

At first, Harry didn’t understand what was happening to him. His sense of smell became overwhelming, every scent pulling memories to the surface as if they were embedded in the air. He could smell the faintest traces of sweat, metal, and fear lingering around him, scents that brought back battles he thought he’d left behind. Each breath became a reminder of those he had lost, each scent carrying the echoes of faces and voices he could not forget. It was as if the world around him refused to let him go, holding onto him with the smells of sorrow, blood, and regret.

Soon, he discovered that his hearing had intensified, too. Every sound reached him with brutal clarity, each noise carrying a sense of purpose he couldn’t ignore. He could pick up the faintest whisper from across a room, distinguish the intentions behind movements, and feel the emotions in people’s voices. The softest sigh, the quietest scrape of a blade—everything spoke to him, telling him more than he wanted to know. Silence brought no peace, only a tense anticipation that something would break it, each sound pulling him back to the present, refusing him the respite he had hoped to find.

But the most unsettling discovery came when he began experimenting with music, trying to find solace in the familiar tones of an instrument. It was only then that he realized the full scope of his curse. When he played a note on a flute, a string instrument, or even a drum, he found that the sound reached out into the world, bouncing back with a picture of his surroundings. Each note provided him with a map—a way to “see” without sight, an echolocation that formed a mental image of the space around him. Yet, every time the sound returned, it carried something extra—a ghostly whisper, a faint echo of voices from his past, like the world was forcing him to confront the memories he’d tried to bury.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • 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 are capable of perceiving physical shapes via sound. You must produce a play a sound on a musical instrument to “ping” with your echolocation each Round you wish to use it.
  • Thermal: You are able to "see" heat signatures within your line of sight.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

Possession of this Power grants the following Battle Scar: Complete Blindness.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

Exert your Mind and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you the slot comes up empty causing the Manitou to collect the most valuable/important object in her possesion and removing it from the contract..

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

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

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.
  • 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 (unless you are Sculpting) and spend one minute. Select a Location within arm's reach. You must be in an area abundant with trees and foliage.

Select one of the following alterations to create out of wood and Leaf originating at the target:

  • Sculpt: Sculpt a surface made of wood and Leaf up to 20 feet by 20 feet. You may make aesthetic changes or minor functional improvements like a ladder or stairs. You may sculpt windows, doors, and similar alterations into structures you created with this Effect.
  • Wall: Create a straight wall made of wood and Leaf up to 20 feet long, 5 feet high, and 6 inches thick. This wall can also be used to create a bridge, ramp, or similar. It must be free-standing.

The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.

This alteration lasts indefinitely but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.

You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.

  • Attempting to break any alterations with inappropriate tools may damage or destroy the tools at the GM's discretion.
  • Any structures you create leave precise gaps for obstacles in their path or push them out of the way. You cannot directly destroy objects or structures or damage beings by creating walls or domes.
  • Tool guidance for GMs:
    • Difficulty 9: Brawn 5, no tools.
    • Difficulty 7-8: One-handed tools or makeshift tools (like a sword). Mythic Brawn without tools.
    • Difficulty 6: Appropriate manual tools. Crowbar, sledgehammer, armor-shredding attacks.
    • Difficulty 4-5: Power tools, vehicles, explosives.
  • This Effect produces the substance you are controlling unless it is drawn from the environment via “Required Environment” Drawbacks.
  • 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 Gen-Wyld Auto-Injector Armband to gain the benefits of this Effect.

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

Stock Power Gifts

You gain the following benefits as long as the target object has a cutting edge.

As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You are able to effectively wield weapons to Attack, Defend, and Clash with this Effect.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.
  • Lifting and hauling: you may lift 90 pounds.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

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. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • 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.

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.

Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.

If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. 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.

  • 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.

Exert your Mind and spend an Action.

Lasts 1 minute. 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.