Vita doesn’t shoot alone anymore. Her finger pulls the trigger, but something older, wilder, and far more ancient whispers corrections over her shoulder. A pact sealed with bite marks and inked blood lets her channel the predatory instincts of the creatures she’s bonded with. Every shot isn’t just calculated—it’s ordained.
When Vita raises a firearm, faint glowing patterns—like claw marks, runes, or faint iridescent scales—flash briefly along the barrel. Her eyes flicker with a beastly gleam, echoing the color or mood of her bonded companions. The air grows unnaturally still for a heartbeat, then she fires. The projectile feels guided, veering slightly mid-air as if nudged by unseen paws, wings, or spectral horns. If she deflects an incoming strike, there's a sharp burst of animalistic noise—a hiss, a growl, a shriek—that echoes from nowhere.
Vita has never seen her Gifts as magic—they’re relationships. Contracts, favors, whispers traded in dark corners and glowing meadows. This Gift is the result of deeper synchronicity with her bonded creatures: her aim guided by predatory instinct, her reflexes enhanced by something barely contained in her skin. Whether it’s Bapha nudging her shot with unseen force, or a fae wolf’s voice growling “duck” just in time, she’s a vessel for more than human talent now.
Where bullets fail others, hers adapt. Her firearms don’t just shoot—they hunt.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
Hundreds of years of ambient gossip and relationship drama have allowed Charolette the precise skill to understand someone's inner desires for companionship, and to tell when someone is lying to others and to themselves.
Charolette and her mistress, Lorelei, have many things in common. One of which is that they are both proficient liars. Charolette even more so, because she knows how to tell the truth.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Cleanliness Compulsion - Whenever you encounter a dirtied surface, roll self-control to not immediately attempt to clean it.
You also gain the following effects:
There are no visible effects of this power- it simply appears as though Jericho moves faster than a regular person. In fact, it appears as though they move faster than anyone should- just enough to be creepy.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
Discovering his own genetic make up leads up to a whole lot of interesting discoveries, like how his jaw can extend up to 30 feet in length, and has a Iron grip strong enough to grapple someone all by itself. the biggest benefit of all though, is his teeth all growing to the size of knives, for better cutting power, though such perfect teeth caused Mako to get a obsession with cleaning his own teeth
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Knife.
Your extra appendage can stretch to reach an additional 30 feet.
Possession of this Power grants the following Trauma at all times: Roll mind to get out of water.
Your Extra Appendage is incapable of fine object manipulation.
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You gain the following benefits as long as you are engaged in combat with Sword.
+2 dice to all rolls with Sword. You may Defend against firearm attacks from any range using Sword.
You also gain the following effects:
Hudson has hunted Varmints for a while. He knows how to hit fast.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
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.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
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:
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.