Difference between revisions of "Warlords Of Kruhl 3e EN:Gifts"

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==Magic Resistance==
 
==Magic Resistance==
  
Every person and creature automatically has the Magic Resistance skill. Magic Resistance is the skill used for defending against unnatural attacks (those which do not inflict ordinary Endurance damage). Magic Resistance is usually based on Presence. Unlike other skills, characters may not buy expertise with Magic Resistance (however, some creatures have it naturally).  
+
Every person and creature automatically has the Magic Resistance skill. Magic Resistance is the skill used for defending against unnatural attacks (those which do not inflict ordinary Endurance damage). Magic Resistance is usually based on Presence. Unlike other skills, characters may not buy Expertise with Magic Resistance (however, some creatures have it naturally).  
  
 
==Typical Gifts==
 
==Typical Gifts==
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! class="alignleft"|Type
 
! class="alignleft"|Type
 
! class="alignleft"|Benefit
 
! class="alignleft"|Benefit
|-
 
| class="alignleft"|Ambush
 
| class="alignleft"|Combat
 
| class="alignleft"|Prepare a location for an imminent encounter
 
 
|-  
 
|-  
 
| class="alignleft"|Animal Companions
 
| class="alignleft"|Animal Companions
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| class="alignleft"|Combat
 
| class="alignleft"|Combat
 
| class="alignleft"|Inflict additional damage on the target of a Hunter's Mark
 
| class="alignleft"|Inflict additional damage on the target of a Hunter's Mark
 +
|-
 +
| class="alignleft"|Indefatigable
 +
| class="alignleft"|Combat
 +
| class="alignleft"|The character does not incur a penalty when injured
 
|-  
 
|-  
 
| class="alignleft"|Leadership
 
| class="alignleft"|Leadership
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| class="alignleft"|Skills
 
| class="alignleft"|Skills
 
| class="alignleft"|Learn new languages with minimal effort
 
| class="alignleft"|Learn new languages with minimal effort
 +
|-
 +
| class="alignleft"|Master Plan
 +
| class="alignleft"|Combat
 +
| class="alignleft"|Gain a tactical benefit if there is time to prepare for an encounter
 +
|-
 +
| class="alignleft"|Mental Calculator
 +
| class="alignleft"|Skills
 +
| class="alignleft"|Solve complex mathematical operations by thinking about them
 +
|-
 +
| class="alignleft"|Minions
 +
| class="alignleft"|Skills
 +
| class="alignleft"|Minor, mostly nameless lackeys of marginal usefulness
 
|-  
 
|-  
 
| class="alignleft"|Perfect Recall
 
| class="alignleft"|Perfect Recall
 
| class="alignleft"|Skills
 
| class="alignleft"|Skills
 
| class="alignleft"|Remember something perfectly with a Reason roll
 
| class="alignleft"|Remember something perfectly with a Reason roll
 +
|-
 +
| class="alignleft"|Pro From Dover
 +
| class="alignleft"|Skills
 +
| class="alignleft"|The absolute best in their field, whatever that is
 
|-  
 
|-  
 
| class="alignleft"|Ranged Disarm
 
| class="alignleft"|Ranged Disarm
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| class="alignleft"|Skills
 
| class="alignleft"|Skills
 
| class="alignleft"|The character can cast spells of a sacred nature
 
| class="alignleft"|The character can cast spells of a sacred nature
 +
|-
 +
| class="alignleft"|Second Identity
 +
| class="alignleft"|Skills
 +
| class="alignleft"|The character has a second, completely legitimate identity
 +
|-
 +
| class="alignleft"|Sharpshooter
 +
| class="alignleft"|Combat
 +
| class="alignleft"|Adept at bypassing cover in ranged combat
 
|-  
 
|-  
 
| class="alignleft"|Sneak Attack
 
| class="alignleft"|Sneak Attack
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| class="alignleft"|Combat
 
| class="alignleft"|Combat
 
| class="alignleft"|Call upon ancestral and elemental spirits to aid nearby allies
 
| class="alignleft"|Call upon ancestral and elemental spirits to aid nearby allies
 +
|-
 +
| class="alignleft"|Team Player
 +
| class="alignleft"|Skills
 +
| class="alignleft"|Gain a bonus die when working with others
 
|-  
 
|-  
 
| class="alignleft"|Tenacious
 
| class="alignleft"|Tenacious
 
| class="alignleft"|Combat
 
| class="alignleft"|Combat
 
| class="alignleft"|May base defense on Presence rather than on Agility or Brawn
 
| class="alignleft"|May base defense on Presence rather than on Agility or Brawn
 +
|-
 +
| class="alignleft"|Underwater Combat
 +
| class="alignleft"|Combat
 +
| class="alignleft"|The character does not incur a penalty when fighting underwater
 +
|-
 +
| class="alignleft"|Unsettling
 +
| class="alignleft"|Skills
 +
| class="alignleft"|Make people nervous for no real reason
 
|-  
 
|-  
 
| class="alignleft"|Whirlwind Attack
 
| class="alignleft"|Whirlwind Attack
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|}
 
|}
  
 
===Ambush===
 
 
A character with Ambush can prepare a specific location for an encounter at that location. The character must spend at least ten minutes preparing the site, and the preparations must be complete before the arrival of the expected opponents. The character and all of their allies gain a bonus die on their first attack during the encounter, even if their opponents are not surprised by the ambush. The character may only prepare one location per encounter.
 
  
 
===Animal Companions===
 
===Animal Companions===
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===Animal Empathy===
 
===Animal Empathy===
  
The character has a bond with animals, and can use Diplomacy and Manipulation skills on them. Normal animals are more likely to be calm around the character, although a dangerous, hostile animal might require a successful Diplomacy or Manipulation roll to keep the animal from attacking.
+
The character has a bond with animals, and can use Diplomacy and Manipulation skills on them. Normal animals are more likely to be calm around the character, although a dangerous, hostile animal might require a successful Diplomacy or Manipulation roll to keep the animal from attacking. A character's Animal Empathy might be limited to a specific type of animal, such as cats or sea creatures. If this is the case, the character gains a bonus die on Diplomacy and Manipulation rolls when interacting with that animal type.
  
 
===Arcane Caster===
 
===Arcane Caster===
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:''Prerequisite:'' [[Warlords_Of_Kruhl_3e_EN:Archetypes#Repel Undead|Repel Undead]]
 
:''Prerequisite:'' [[Warlords_Of_Kruhl_3e_EN:Archetypes#Repel Undead|Repel Undead]]
  
Command Undead allows the character to control a single undead creature within short range (10 m). To gain control over an undead creature, the character must succeed at a Theology (Power Level) roll against a Survival (Presence) roll of the undead. If the character's roll succeeds, the undead creature becomes friendly to the character, and it will do its best to obey the wishes of the character. Additionally, if the character's Command Undead attempt is successful, one point of their Sacred Power is depleted. The undead target will continue to obey the character until the end of the scene.
+
Command Undead allows the character to control a single undead creature within short range (10 m). To gain control over an undead creature, the character must succeed at an Occult (Presence) roll against a Survival (Presence) roll of the undead. If the character's roll succeeds, the undead creature becomes friendly to the character, and it will do its best to obey the wishes of the character. Additionally, if the character's Command Undead attempt is successful, one point of their Sacred Power is depleted. The undead target will continue to obey the character until the end of the scene.
  
 
Any undead which has a Power Level greater than that of the character is immune to this ability.
 
Any undead which has a Power Level greater than that of the character is immune to this ability.
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:''Prerequisite:'' [[Warlords_Of_Kruhl_3e_EN:Archetypes#Mage Sight|Mage Sight]]
 
:''Prerequisite:'' [[Warlords_Of_Kruhl_3e_EN:Archetypes#Mage Sight|Mage Sight]]
  
Once per round, a character with Counterspell can use a free action to interrupt and prevent the casting of a spell they can see being cast within medium range (100 m). Counterspell requires a successful Thaumaturgy (Power Level) roll against a Thaumaturgy or Theology (Power Level) roll of the target attempting to cast a spell. If the character's roll meets or exceeds the target's roll, the target's spell has no effect, as though they had never cast it. Additionally, if the character's Counterspell attempt is successful, one point of their Arcane Power is depleted.
+
Once per round, a character with Counterspell can use a free action to interrupt and prevent the casting of a spell they can see being cast within medium range (100 m). Counterspell requires a successful Occult (Presence) roll against an Occult (Presence) roll of the target attempting to cast a spell. If the character's roll meets or exceeds the target's roll, the target's spell has no effect, as though they had never cast it. Additionally, if the character's Counterspell attempt is successful, one point of their Arcane Power is depleted, and one point of the target's Arcane Power or Sacred Power is depleted, as well.
  
 
===Curse===
 
===Curse===
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A character with the Hunter's Prey gift inflicts one extra point of Endurance damage against a target they have designated with their Hunter's Mark, if their attack is successful and if it inflicts at least one point of Endurance damage.
 
A character with the Hunter's Prey gift inflicts one extra point of Endurance damage against a target they have designated with their Hunter's Mark, if their attack is successful and if it inflicts at least one point of Endurance damage.
 +
 +
===Indefatigable===
 +
 +
Normally, a character who has been reduced to 1 Endurance can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character with Indefatigable is just as close to defeat, but they do not incur a penalty die for this condition.
  
 
===Leadership===
 
===Leadership===
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A character with the Linguist gift is fluent in dozens of languages, and is capable of quickly deciphering new languages when they encounter them.
 
A character with the Linguist gift is fluent in dozens of languages, and is capable of quickly deciphering new languages when they encounter them.
 +
 +
===Master Plan===
 +
 +
With sufficient time and preparation beforehand, a character with the Master Plan gift is able to gain a tactical benefit during an encounter at a time chosen by the player. The form this takes can vary, and should be negotiated between the player and the GM, but a relatively typical use of a Master Plan would be similar to the use of a plot point. The amount of time needed to formulate a Master Plan should be long enough to be believable, but not so long that it renders the gift useless. Generally speaking, a character should only be permitted to concoct one Master Plan per game session, unless the GM makes an exception.
 +
 +
===Mental Calculator===
 +
 +
The character can perform complex mathematical calculations in their head in the same amount of time that a skilled mathematician could perform the same calculations on a sophisticated mechanical calculator. Also, the character has an intuitive understanding of higher mathematics, and is able to comprehend and remember intricate formulae and equations after examining them briefly.
 +
 +
===Minions===
 +
 +
The character has one or more minor, mostly nameless lackeys of marginal usefulness. Such minions might be mooks, agents, armed guards, administrative staff, or tradesmen to keep the character's equipment in proper working order. There is no set limit to the number of minions a character might have, subject to the GM's approval, but the more minions there are, the less competent they are. For example, if a character has just three minions -- a valet, a coachman, and an alchemist -- they might be reasonably competent at their respective assignments (6 in their most relevant attributes, with relevant skills). If the character has dozens of minions, however, the best among them would have 4 in their relevant attributes, and none of them would have any skills requiring advanced training or technical aptitude.
 +
 +
Minions are primarily a fun asset for the character. They are not generally useful in combat, and are mainly used for flavour and as a foil for roleplaying. Minions should never steal the limelight from a player character.
  
 
===Perfect Recall===
 
===Perfect Recall===
  
The character may perfectly remember any event, document, recording, or picture which the character has taken the effort to study and memorize. The character does not need to understand the items to be memorized, because the information memorized is not stored as text; it is in the character's memory as a picture. As such, the information is not subject to instantaneous retrieval, but the character may mentally "flip pages" looking for a specific memory.
+
The character may perfectly remember any event, document, recording, or picture which the character has taken the effort to study and memorize. The character does not need to understand the items to be memorized, because the information memorized is not stored as text; it is in the character's memory as a picture. As such, the information is not subject to instantaneous retrieval, but the character may mentally "flip pages" looking for a specific memory, finding it with a moderately difficult (DV3) Reason roll.
 +
 
 +
===Pro From Dover===
 +
 
 +
The character is the best in their field, whatever that field is. They may or may not be [[Warlords_Of_Kruhl_3e_EN:Gifts#Famous|famous]] for it -- if not, then they have either taken some effort to conceal their extraordinary knowledge, or perhaps there is a conspiracy to deny them the acclaim that they deserve. A character with the Pro From Dover gift may choose a specific, narrowly-defined professional, scholarly, or technical field in which they are the undisputed expert. When answering a question or performing research related to their specialty, they gain a bonus die.
 +
 
 +
A character may only be the Pro From Dover in a single narrowly defined noncombat specialty, and each player character with the Pro From Dover gift must choose a different specialty.
  
 
===Ranged Disarm===
 
===Ranged Disarm===
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The character can cast spells of a sacred nature. See the [[Warlords_Of_Kruhl_3e_EN:Magic|Magic]] chapter for more details.
 
The character can cast spells of a sacred nature. See the [[Warlords_Of_Kruhl_3e_EN:Magic|Magic]] chapter for more details.
 +
 +
===Second Identity===
 +
 +
The character has a second, completely legitimate identity. The character's second identity is completely documented and will withstand even the most focused scrutiny. Alternately, at the player's choice, the character has no documented identity at all: any and all records of their existence have been erased.
 +
 +
===Sharpshooter===
 +
 +
A character with the Sharpshooter gift adept at bypassing cover in ranged combat. When a defender has cover, or is prone, they gain a bonus die on their defense roll. A character with the Sharpshooter gift gains a bonus die on their Ranged Combat attack roll when targeting a defender who is prone or has cover.
  
 
===Sneak Attack===
 
===Sneak Attack===
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A character with the Spirit Allies gift can call upon ancestral and elemental spirits to aid their nearby allies. The character may use a standard action to grant an attack bonus die to all allies within short range (10 m). Each ally within range may use this attack bonus on any single roll during the current scene. Each ally may only have one attack bonus die from Spirit Allies at a time. The number of times the character may grant a bonus die to their allies per day is equal to their Power Level.
 
A character with the Spirit Allies gift can call upon ancestral and elemental spirits to aid their nearby allies. The character may use a standard action to grant an attack bonus die to all allies within short range (10 m). Each ally within range may use this attack bonus on any single roll during the current scene. Each ally may only have one attack bonus die from Spirit Allies at a time. The number of times the character may grant a bonus die to their allies per day is equal to their Power Level.
 +
 +
===Team Player===
 +
 +
A character with the Team Player gift excels at working with others, and is more effective with others than they are alone. A Team Player gains a bonus die when [[Warlords_Of_Kruhl_3e_EN:Actions#Combining_Effort|combining their effort]] with others as part of a task or in combat.
  
 
===Tenacious===
 
===Tenacious===
  
The character refuses to admit defeat when others would fall by the wayside. When making a Hand-to-hand Combat or Ranged Combat defense roll, the character may substitute their Presence for their Agility or Brawn. The player may choose which attribute to use on a case by case basis.  
+
The character refuses to admit defeat when others would fall by the wayside. When making a Hand-to-hand Combat or Ranged Combat defense roll, the character may substitute their Presence for their Agility or Brawn. The player may choose which attribute to use on a case by case basis.
 +
 
 +
===Underwater Combat===
 +
 
 +
Unless the character has the Underwater Combat gift, engaging in combat underwater imposes an [[Warlords_Of_Kruhl_3e_EN:Actions#Bonuses_And_Penalties|attack penalty]]. With this gift, the character does not incur a penalty for that circumstance.
 +
 
 +
===Unsettling===
 +
 
 +
The character is able to put off a disturbing vibe that makes people nervous for no discernible reason. Strangers will find themselves disliking the character without knowing why, and normal animals will avoid the character unless forced to approach by a trainer or some other circumstance. On the other hand, the character may find it easier to intimidate others, providing a bonus die to relevant Presence rolls.
  
 
===Whirlwind Attack===
 
===Whirlwind Attack===

Latest revision as of 15:44, 23 November 2021

Arrow up 16x16.png Contents

Gifts are exceptional abilities that a normal person can have, but that most people do not have. The details of each gift are highly dependent on a character's background, so the player should work with the GM to flesh out these details. Each gift costs one character point. We suggest spending about 5 character points on gifts.

Magic Resistance

Every person and creature automatically has the Magic Resistance skill. Magic Resistance is the skill used for defending against unnatural attacks (those which do not inflict ordinary Endurance damage). Magic Resistance is usually based on Presence. Unlike other skills, characters may not buy Expertise with Magic Resistance (however, some creatures have it naturally).

Typical Gifts

This is a list of typical gifts found in a Warlords of Kruhl game. This list is not exhaustive. A character may well have a gift not listed here, subject to GM approval. However, any new gifts should be approximately as useful as these gifts, in order to maintain a sense of fairness with other characters.


Table: Typical gifts
Gift Type Benefit
Animal Companions Combat The character has one or more ordinary animals as loyal companions
Animal Empathy Skills Use Diplomacy and Manipulation skills on animals
Arcane Caster Skills The character can cast spells of an arcane nature
Bardic Inspiration Combat Inspire others through exhilarating music and uplifting speeches
Blindfighting Combat The character incurs fewer penalties when unable to see or hear
Catch Arrows Combat Catch, deflect, or avoid a ranged attack
Combat Reflexes Combat Take additional actions during a turn
Command Undead Combat Control a single undead creature
Connected Skills Get a favour from an old friend -- or an old enemy
Cooperative Combat Gain a bonus die when working with others
Counterspell Combat Interrupt and prevent the casting of a spell they can see being cast
Curse Combat Inflict a penalty die on an unfortunate victim
Elusive Combat May base defense on Agility rather than Brawn in hand-to-hand combat
Green Passage Skills Move between trees without crossing the intervening space
Hand-to-hand Lethality Combat Inflict additional damage in hand-to-hand combat
Hard Target Combat May base defense on Brawn rather than Agility in ranged combat
Hunter's Prey Combat Inflict additional damage on the target of a Hunter's Mark
Indefatigable Combat The character does not incur a penalty when injured
Leadership Combat Spend plot points for others on the same team
Lightning Strike Combat May use Agility for Hand-to-hand Combat attack rolls
Linguist Skills Learn new languages with minimal effort
Master Plan Combat Gain a tactical benefit if there is time to prepare for an encounter
Mental Calculator Skills Solve complex mathematical operations by thinking about them
Minions Skills Minor, mostly nameless lackeys of marginal usefulness
Perfect Recall Skills Remember something perfectly with a Reason roll
Pro From Dover Skills The absolute best in their field, whatever that is
Ranged Disarm Combat Use a ranged weapon to perform a disarming attack
Ranged Lethality Combat Inflict additional damage in ranged combat
Reputation Skills Get favours from strangers who have heard of you
Righteous Defender Combat Shield nearby allies from attack
Sacred Caster Skills The character can cast spells of a sacred nature
Second Identity Skills The character has a second, completely legitimate identity
Sharpshooter Combat Adept at bypassing cover in ranged combat
Sneak Attack Combat Inflict additional damage when an opponent is at a disadvantage
Spirit Allies Combat Call upon ancestral and elemental spirits to aid nearby allies
Team Player Skills Gain a bonus die when working with others
Tenacious Combat May base defense on Presence rather than on Agility or Brawn
Underwater Combat Combat The character does not incur a penalty when fighting underwater
Unsettling Skills Make people nervous for no real reason
Whirlwind Attack Combat Attack everyone within reach of the character simultaneously


Animal Companions

Prerequisite: Animal Empathy

A character with Animal Companions has one or more ordinary animals as loyal companions (see the "Animal companions" table). Animal companions operate independently of the character; making a new request of an animal companion requires a quick action. An animal companion has the normal attributes, movement, and attack types that kind of animal would have. However, animal companions are resistant to mental manipulation, having Presence equal to the character who befriended them, or their natural Presence, whichever is greater.

If one of the character's animal companions dies or is dismissed, it usually takes a week to find and befriend a replacement.


Table: Animal companions
Size Number Examples
Tiny 4 Bat, cat, hawk, rat, raven
Small 3 Baboon, chimpanzee, coyote, eagle, jackal, octopus
Medium 2 Black bear, boar, deer, hyena, mule, pony, vulture, wolf
Large 1 Brown bear, cow, dire wolf, horse, lion, tiger

Animal Empathy

The character has a bond with animals, and can use Diplomacy and Manipulation skills on them. Normal animals are more likely to be calm around the character, although a dangerous, hostile animal might require a successful Diplomacy or Manipulation roll to keep the animal from attacking. A character's Animal Empathy might be limited to a specific type of animal, such as cats or sea creatures. If this is the case, the character gains a bonus die on Diplomacy and Manipulation rolls when interacting with that animal type.

Arcane Caster

The character can cast spells of an arcane nature. See the Magic chapter for more details.

Bardic Inspiration

Prerequisite: Bardic Lore

A character with Bardic Inspiration can inspire others through exhilarating music and uplifting speeches. The character may use a standard action to select a person or creature within medium range (100 m). That person or creature gains a bonus die on every roll during the current scene. A person or creature may only have one bonus die from Bardic Inspiration at a time. The number of bonus dice a character with Bardic Inspiration may grant per day is equal to their Power Level.

Blindfighting

Normally, a character who can't perceive their opponent has great difficulty in combat. If a character has the Blindfighting gift, they do not incur any of these penalties.

Catch Arrows

Prerequisite: Enlightened Defense

A character with Catch Arrows can use a free action to catch, deflect, or avoid a ranged attack. For example, the character could try to catch an arrow, bat aside a poisoned dart, or avoid a bolt of magical fire. To catch, deflect, or avoid a ranged attack, the character must succeed at a moderately difficult (DV 3) Athletics (Agility) roll.

Combat Reflexes

Prerequisite: Assess Opponent

A character with the Combat Reflexes gift may take one additional action during their turn, such as a move action or a standard action. The number of additional actions the character may use per day is equal to their Power Level.

Command Undead

Prerequisite: Repel Undead

Command Undead allows the character to control a single undead creature within short range (10 m). To gain control over an undead creature, the character must succeed at an Occult (Presence) roll against a Survival (Presence) roll of the undead. If the character's roll succeeds, the undead creature becomes friendly to the character, and it will do its best to obey the wishes of the character. Additionally, if the character's Command Undead attempt is successful, one point of their Sacred Power is depleted. The undead target will continue to obey the character until the end of the scene.

Any undead which has a Power Level greater than that of the character is immune to this ability.

Connected

"I know a guy." The character has a wide ranging network of friends, rivals, and former associates. From time to time, the character can contact one of these people, and have a reasonable chance of getting a favour from them. When the character wants to get a favour from someone, the player names the NPC and briefly describes how their character knows this contact. When the character meets their contact, they must attempt a moderately difficult (DV 3) Diplomacy (Presence) roll to see how their contact receives them. The GM may increase the difficulty or grant a bonus die on the player's roll, depending on the situation.

Cooperative

A character with the Cooperative gift excels at working with others, and is more effective with others than they are alone. A Cooperative character gains a bonus die when combining their effort with others as part of a task or in combat.

Counterspell

Prerequisite: Mage Sight

Once per round, a character with Counterspell can use a free action to interrupt and prevent the casting of a spell they can see being cast within medium range (100 m). Counterspell requires a successful Occult (Presence) roll against an Occult (Presence) roll of the target attempting to cast a spell. If the character's roll meets or exceeds the target's roll, the target's spell has no effect, as though they had never cast it. Additionally, if the character's Counterspell attempt is successful, one point of their Arcane Power is depleted, and one point of the target's Arcane Power or Sacred Power is depleted, as well.

Curse

Prerequisite: Familiar

Once per round, the character may use a standard action to select a person or creature within medium range (100 m). That person or creature gains a penalty die on all rolls during the current scene. A person or creature may only have one penalty die from Curse at a time. The number of penalty dice a character with Curse may impose per day is equal to their Power Level.

Elusive

A character with the Elusive gift is fast on their feet and good at rolling with the punches. When making a Hand-to-hand Combat defense roll, the character may substitute their Agility for their Brawn. The player may choose which attribute to use on a case by case basis.

Green Passage

Prerequisite: Unhindered Stride

Green Passage allows the character to use a move action to step into a tree (or other large plant) and step out of any other tree they can see within medium range (100 m), without traversing the intervening space. A character using Green Passage may carry with them whatever they can carry, based on their Brawn. This may include equipment, or even other characters.

Hand-to-hand Lethality

A character with the Hand-to-hand Lethality gift inflicts additional damage in hand-to-hand combat. If the character makes a successful hand-to-hand attack and inflicts at least one point of Endurance damage, they inflict one additional point of Endurance damage.

Hard Target

When making a Ranged Combat defense roll, the character may substitute their Brawn for their Agility. The player may choose which attribute to use on a case by case basis.

Hunter's Prey

Prerequisite: Hunter's Mark

A character with the Hunter's Prey gift inflicts one extra point of Endurance damage against a target they have designated with their Hunter's Mark, if their attack is successful and if it inflicts at least one point of Endurance damage.

Indefatigable

Normally, a character who has been reduced to 1 Endurance can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character with Indefatigable is just as close to defeat, but they do not incur a penalty die for this condition.

Leadership

A character with the Leadership gift excels at bringing out the best in others, and other people are more effective with the character than they are alone. The player of a character with Leadership can spend their own plot points on behalf of their teammates and allies. For example, this could be to help an ally do something the character with Leadership is not in a position to do, or to provide support for a teammate who is in trouble.

Lightning Strike

A character with Lightning Strike can deal devastating blows using speed and finesse rather than brute force. When making a Hand-to-hand Combat attack roll, the character may substitute their Agility for their Brawn. The player may choose which attribute to use on a case by case basis.

Linguist

A character with the Linguist gift is fluent in dozens of languages, and is capable of quickly deciphering new languages when they encounter them.

Master Plan

With sufficient time and preparation beforehand, a character with the Master Plan gift is able to gain a tactical benefit during an encounter at a time chosen by the player. The form this takes can vary, and should be negotiated between the player and the GM, but a relatively typical use of a Master Plan would be similar to the use of a plot point. The amount of time needed to formulate a Master Plan should be long enough to be believable, but not so long that it renders the gift useless. Generally speaking, a character should only be permitted to concoct one Master Plan per game session, unless the GM makes an exception.

Mental Calculator

The character can perform complex mathematical calculations in their head in the same amount of time that a skilled mathematician could perform the same calculations on a sophisticated mechanical calculator. Also, the character has an intuitive understanding of higher mathematics, and is able to comprehend and remember intricate formulae and equations after examining them briefly.

Minions

The character has one or more minor, mostly nameless lackeys of marginal usefulness. Such minions might be mooks, agents, armed guards, administrative staff, or tradesmen to keep the character's equipment in proper working order. There is no set limit to the number of minions a character might have, subject to the GM's approval, but the more minions there are, the less competent they are. For example, if a character has just three minions -- a valet, a coachman, and an alchemist -- they might be reasonably competent at their respective assignments (6 in their most relevant attributes, with relevant skills). If the character has dozens of minions, however, the best among them would have 4 in their relevant attributes, and none of them would have any skills requiring advanced training or technical aptitude.

Minions are primarily a fun asset for the character. They are not generally useful in combat, and are mainly used for flavour and as a foil for roleplaying. Minions should never steal the limelight from a player character.

Perfect Recall

The character may perfectly remember any event, document, recording, or picture which the character has taken the effort to study and memorize. The character does not need to understand the items to be memorized, because the information memorized is not stored as text; it is in the character's memory as a picture. As such, the information is not subject to instantaneous retrieval, but the character may mentally "flip pages" looking for a specific memory, finding it with a moderately difficult (DV3) Reason roll.

Pro From Dover

The character is the best in their field, whatever that field is. They may or may not be famous for it -- if not, then they have either taken some effort to conceal their extraordinary knowledge, or perhaps there is a conspiracy to deny them the acclaim that they deserve. A character with the Pro From Dover gift may choose a specific, narrowly-defined professional, scholarly, or technical field in which they are the undisputed expert. When answering a question or performing research related to their specialty, they gain a bonus die.

A character may only be the Pro From Dover in a single narrowly defined noncombat specialty, and each player character with the Pro From Dover gift must choose a different specialty.

Ranged Disarm

Prerequisite: Sharpshooter

The character may use a ranged weapon to perform a disarming attack. A disarm is a special attack that does not inflict damage, but instead deprives the target of a piece of held equipment. A ranged disarm attack requires a successful Ranged Combat (Agility) roll against the Hand-to-hand Combat (Brawn) roll of the target. The attacker suffers a penalty die on the roll.

If the attacker's roll is equal to or greater than the defender's roll, the attacker may choose one piece of equipment held by the target and knock it from the target's grasp.

Ranged Lethality

A character with the Ranged Lethality gift inflicts additional damage in ranged combat. If the character makes a successful ranged attack and inflicts at least one point of Endurance damage, they inflict one additional point of Endurance damage.

Reputation

A character with Reputation is widely known, perhaps due to their exploits or achievements, or possibly because they are from a noble or notorious family. People who are impressed by this reputation may be more likely to cooperate with the character, and the character can sometimes gain favors from strangers. The character gains a bonus die on relevant Diplomacy rolls.

Righteous Defender

Prerequisite: Healing Touch

A character with the Righteous Defender gift is a bulwark to their nearby allies. The character may use a standard action to grant a defense bonus die to all allies within short range (10 m). Each ally within range may use this defense bonus on any single roll during the current scene. Each ally may only have one defense bonus die from Righteous Defender at a time. The number of times the character may grant a bonus die to their allies per day is equal to their Power Level.

Sacred Caster

The character can cast spells of a sacred nature. See the Magic chapter for more details.

Second Identity

The character has a second, completely legitimate identity. The character's second identity is completely documented and will withstand even the most focused scrutiny. Alternately, at the player's choice, the character has no documented identity at all: any and all records of their existence have been erased.

Sharpshooter

A character with the Sharpshooter gift adept at bypassing cover in ranged combat. When a defender has cover, or is prone, they gain a bonus die on their defense roll. A character with the Sharpshooter gift gains a bonus die on their Ranged Combat attack roll when targeting a defender who is prone or has cover.

Sneak Attack

Prerequisite: Sense Danger

A character with the Sneak Attack gift can make devastating attacks when an opponent is at a disadvantage. When the character is attacking a target who has a defense penalty die, the character will inflict one extra point of Endurance damage if their attack is successful and if it inflicts at least one point of Endurance damage.

Spirit Allies

Prerequisite: Spirit Guide

A character with the Spirit Allies gift can call upon ancestral and elemental spirits to aid their nearby allies. The character may use a standard action to grant an attack bonus die to all allies within short range (10 m). Each ally within range may use this attack bonus on any single roll during the current scene. Each ally may only have one attack bonus die from Spirit Allies at a time. The number of times the character may grant a bonus die to their allies per day is equal to their Power Level.

Team Player

A character with the Team Player gift excels at working with others, and is more effective with others than they are alone. A Team Player gains a bonus die when combining their effort with others as part of a task or in combat.

Tenacious

The character refuses to admit defeat when others would fall by the wayside. When making a Hand-to-hand Combat or Ranged Combat defense roll, the character may substitute their Presence for their Agility or Brawn. The player may choose which attribute to use on a case by case basis.

Underwater Combat

Unless the character has the Underwater Combat gift, engaging in combat underwater imposes an attack penalty. With this gift, the character does not incur a penalty for that circumstance.

Unsettling

The character is able to put off a disturbing vibe that makes people nervous for no discernible reason. Strangers will find themselves disliking the character without knowing why, and normal animals will avoid the character unless forced to approach by a trainer or some other circumstance. On the other hand, the character may find it easier to intimidate others, providing a bonus die to relevant Presence rolls.

Whirlwind Attack

Prerequisite: Berserker

Whirlwind Attack permits a character to make Hand-to-hand Combat attacks against everyone within reach of the character simultaneously. The targets must each attempt a Hand-to-hand Combat (Brawn) roll to defend against the attack, as usual.

Custom Gifts

You aren't limited to these gifts, of course. Feel free to make up your own. They should be approximately as useful and powerful as the ones listed here. Abilities that are more powerful are the domain of actual magic, while abilities that are less powerful are likely just roleplaying, or perhaps a creative use of a plot point.