Warlords Of Kruhl 4e EN:Gifts: Difference between revisions

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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.
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. Gifts which impact the setting directly, such as Headquarters and Wealthy, should receive more than the usual amount of GM consultation.


==Magic Resistance==
The character's first gift costs 1 character point. Buying an additional gift costs a number of character points equal to the current number of gifts, plus one. For example, buying a fourth gift costs 4 points.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Gift cost
|-
! class="aligncenter"|Quantity
! class="aligncenter"|Cost
|-
| class="aligncenter"|1
| class="aligncenter"|1
|-
| class="aligncenter"|2
| class="aligncenter"|3
|-
| class="aligncenter"|3
| class="aligncenter"|6
|-
| class="aligncenter"|4
| class="aligncenter"|10
|-
| class="aligncenter"|5
| class="aligncenter"|15
|-
| class="aligncenter"|6
| class="aligncenter"|21
|-
| class="aligncenter"|7
| class="aligncenter"|28
|-
| class="aligncenter"|8
| class="aligncenter"|36
|-
| class="aligncenter"|9
| class="aligncenter"|45
|-
| class="aligncenter"|10
| class="aligncenter"|55
|}


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==


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.
This is a list of typical gifts found in a ''Warlords Of Kruhl'' game. This list is not exhaustive. A character may well have an 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.




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! class="alignleft"|Type
! class="alignleft"|Type
! class="alignleft"|Benefit
! class="alignleft"|Benefit
|-
|-
| class="alignleft"|Animal Companions
| class="alignleft"|Combat
| class="alignleft"|The character has one or more ordinary animals as loyal companions
|-  
| class="alignleft"|Animal Empathy
| class="alignleft"|Animal Empathy
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|Use Diplomacy and Manipulation skills on animals
| class="alignleft"|The character can use Diplomacy and Manipulation skills on animals.
|-  
|-  
| class="alignleft"|Arcane Caster
| class="alignleft"|Arcane Caster
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|The character can cast spells of an arcane nature
| class="alignleft"|The character can cast spells of an arcane nature
|-  
|-
| class="alignleft"|Arcane Disruption
| class="alignleft"|Attentive
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|Interrupt and prevent the casting of a spell they can see being cast
| class="alignleft"|The character is unaffected by distractions.
|-  
|-
| class="alignleft"|Bardic Inspiration
| class="alignleft"|Bag Of Tricks
| class="alignleft"|Combat
| class="alignleft"|Skills
| class="alignleft"|Inspire others through exhilarating music and uplifting speeches
| class="alignleft"|The character carries a bag, belt, or backpack with a number of small, ordinary items.
|-  
|-
| class="alignleft"|Blindfighting
| class="alignleft"|Blindfighting
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character incurs fewer penalties when unable to see or hear
| class="alignleft"|The character does not incur a penalty when unable to see or hear their opponent.
|-  
|-
| class="alignleft"|Blood Rage
| class="alignleft"|Blood Rage
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character may enter a trance-like state of bestial fury
| class="alignleft"|Once per scene, the character can enter a trance-like state of bestial fury.
|-  
|-
| class="alignleft"|Catch Arrows
| class="alignleft"|Bowler
| class="alignleft"|Combat
| class="alignleft"|Catch, deflect, or avoid a ranged attack
|-
| class="alignleft"|Combat Reflexes
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|Take additional actions during a turn
| class="alignleft"|The character may base their Ranged Combat attack rolls on Brawn rather than on Agility.
|-
|-
| class="alignleft"|Command Undead
| class="alignleft"|Combat
| class="alignleft"|Control a single undead creature
|-  
| class="alignleft"|Connected
| class="alignleft"|Connected
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|Get a favour from an old friend -- or an old enemy
| class="alignleft"|The character can make a Diplomacy roll to get a favour from an old friend -- or an old enemy.
|-  
|-
| class="alignleft"|Curse
| class="alignleft"|Disarming Expert
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|Inflict a penalty die on an unfortunate victim
| class="alignleft"|The character can make a disarming attack without the usual -{{KM4_SKILL_BONUS}} skill penalty.
|-  
|-
| class="alignleft"|Elusive
| class="alignleft"|Elusive
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|May base defense on Agility rather than Brawn in hand-to-hand combat
| class="alignleft"|The character may base their Hand-to-hand Combat defense rolls on Agility rather than on Brawn.
|-  
|-
| class="alignleft"|Green Passage
| class="alignleft"|Escape Artist
| class="alignleft"|Combat
| class="alignleft"|Once per scene, the character gains a +{{KM4_SKILL_BONUS}} skill bonus against a grapple or a lasting power.
|-
| class="alignleft"|Famous
| class="alignleft"|Skills
| class="alignleft"|The character may get attention, and perhaps favors, from strangers.
|-
| class="alignleft"|Fascinating
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|Move between trees without crossing the intervening space
| class="alignleft"|The character may get attention, and perhaps favors, from admirers.
|-
|-
| class="alignleft"|Hand-to-hand Lethality
| class="alignleft"|Combat
| class="alignleft"|Inflict additional damage in hand-to-hand combat
|-  
| class="alignleft"|Hard Target
| class="alignleft"|Hard Target
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|May base defense on Brawn rather than Agility in ranged combat
| class="alignleft"|The character may base their Ranged Combat defense rolls on Brawn rather than on Agility.
|-  
|-
| class="alignleft"|Hunter's Prey
| class="alignleft"|Headquarters
| class="alignleft"|Combat
| class="alignleft"|Skills
| class="alignleft"|Inflict additional damage on the target of a Hunter's Mark
| class="alignleft"|The character has one or more bases of operation.
|-  
|-
| class="alignleft"|Indefatigable
| class="alignleft"|Leadership
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character does not incur a penalty when injured
| class="alignleft"|Once per scene, the character can grant a +{{KM4_SKILL_BONUS}} skill bonus to an ally.
|-
|-
| class="alignleft"|Leadership
| class="alignleft"|Skills
| class="alignleft"|Spend plot points for others on the same team
|-  
| class="alignleft"|Lightning Strike
| class="alignleft"|Lightning Strike
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|May use Agility for Hand-to-hand Combat action rolls
| class="alignleft"|The character may base their Hand-to-hand Combat attack rolls on Agility rather than on Brawn.
|-  
|-
| class="alignleft"|Linguist
| class="alignleft"|Linguist
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|Learn new languages with minimal effort
| class="alignleft"|The character can learn new languages with minimal effort.
|-
|-
| class="alignleft"|Luck
| class="alignleft"|Skills
| class="alignleft"|The character begins the game with one extra plot point
|-  
| class="alignleft"|Master Plan
| class="alignleft"|Master Plan
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|Gain a tactical benefit if there is time to prepare for an encounter
| class="alignleft"|The character's allies can gain a tactical benefit if there is time to prepare for an encounter.
|-  
|-
| class="alignleft"|Mental Calculator
| class="alignleft"|Mental Calculator
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|Solve complex mathematical operations by thinking about them
| class="alignleft"|The character can solve complex mathematical operations by thinking about them.
|-  
|-
| class="alignleft"|Minions
| class="alignleft"|Minions
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|Minor, mostly nameless lackeys of marginal usefulness
| 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"|Once per scene, the character may perfectly remember any event, document, recording, etc.
|-  
|-
| class="alignleft"|Pro From Dover
| class="alignleft"|Pro From Dover
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|The absolute best in their field, whatever that is
| class="alignleft"|The character is the absolute best in their field, whatever that is.
|-  
|-
| class="alignleft"|Quick Change
| class="alignleft"|Skills
| class="alignleft"|The character can clothes (or change into an Alternate Form) with a quick action.
|-
| class="alignleft"|Ranged Disarm
| class="alignleft"|Ranged Disarm
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|Use a ranged weapon to perform a disarming attack
| class="alignleft"|The character can make a disarm attack at range.
|-
| class="alignleft"|Ranged Lethality
| class="alignleft"|Combat
| class="alignleft"|Inflict additional damage in ranged combat
|-
| class="alignleft"|Reputation
| class="alignleft"|Skills
| class="alignleft"|Get favours from strangers who have heard of you
|-
| class="alignleft"|Righteous Defender
| class="alignleft"|Combat
| class="alignleft"|Shield nearby allies from attack
|-  
|-  
| class="alignleft"|Sacred Caster
| class="alignleft"|Sacred Caster
| 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"|Scrounger
| class="alignleft"|Skills
| class="alignleft"|The character can survive on what they find.
|-
| class="alignleft"|Second Identity
| class="alignleft"|Second Identity
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|The character has a second, completely legitimate identity
| class="alignleft"|The character has a second, completely legitimate identity.
|-  
|-
| class="alignleft"|Sharpshooter
| class="alignleft"|Sharpshooter
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|Adept at bypassing cover in ranged combat
| class="alignleft"|The character can ignore a defender's skill bonus from being prone or having cover.
|-
|-
| class="alignleft"|Sneak Attack
| class="alignleft"|Sidekick
| class="alignleft"|Combat
| class="alignleft"|Inflict additional damage when an opponent is at a disadvantage
|-  
| class="alignleft"|Spirit Allies
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|Call upon ancestral and elemental spirits to aid nearby allies
| class="alignleft"|If the character is within short range of their mentor, their Agility, Brawn, and Power Level are no less than their mentor's.
|-  
|-
| class="alignleft"|Team Player
| class="alignleft"|Team Player
| class="alignleft"|Skills
| class="alignleft"|Gain a bonus die when working with others
|-
| class="alignleft"|Tenacious
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|May base defense on Presence rather than on Agility or Brawn
| class="alignleft"|Once per scene, the character can gain a +{{KM4_SKILL_BONUS}} skill bonus when working as part of a team.
|-  
|-
| class="alignleft"|Underwater Combat
| class="alignleft"|Underwater Combat
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character does not incur a penalty when fighting underwater
| class="alignleft"|The character does not incur a penalty when fighting underwater.
|-  
|-
| class="alignleft"|Unsettling
| class="alignleft"|Unsettling
| class="alignleft"|Skills
| class="alignleft"|Skills
| class="alignleft"|Make people nervous for no real reason
| class="alignleft"|The character may make people nervous for no real reason.
|-  
|-
| class="alignleft"|Wealthy
| class="alignleft"|Skills
| class="alignleft"|If a problem can be solved by throwing money at it, the character can probably solve that problem.
|-
| class="alignleft"|Whirlwind Attack
| class="alignleft"|Whirlwind Attack
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|Attack everyone within reach of the character simultaneously
| class="alignleft"|The character can make a sweep attack without the usual -{{KM4_SKILL_BONUS}} skill penalty.
|}
|}




===Animal Companions===
===Animal Empathy===
:''Prerequisite:'' [[Warlords_Of_Kruhl_4e_EN:Gifts#Animal Empathy|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.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra sortable"
|+Table: Animal companions
|-
! class="alignleft"|Size
! class="aligncenter"|Number
! class="alignleft"|Examples
|-
| class="alignleft"|Tiny
| class="aligncenter"|4
| class="alignleft"|Bat, cat, hawk, rat, raven
|-
| class="alignleft"|Small
| class="aligncenter"|3
| class="alignleft"|Baboon, chimpanzee, coyote, eagle, jackal, octopus
|-
| class="alignleft"|Medium
| class="aligncenter"|2
| class="alignleft"|Black bear, boar, deer, hyena, mule, pony, vulture, wolf
|-
| class="alignleft"|Large
| class="aligncenter"|1
| class="alignleft"|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 +{{KM4_SKILL_BONUS}} skill bonus on Diplomacy and Manipulation rolls when interacting with that animal type.


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.
Once per scene, A character with Animal Empathy can befriend a normal animal which is not hostile to the character. The animal will always remember the character and treat them as a friend.


===Arcane Caster===
===Arcane Caster===
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The character can cast spells of an arcane nature. See the [[Warlords_Of_Kruhl_4e_EN:Magic|Magic]] chapter for more details.
The character can cast spells of an arcane nature. See the [[Warlords_Of_Kruhl_4e_EN:Magic|Magic]] chapter for more details.


===Arcane Disruption===
===Attentive===
:''Prerequisite:'' [[Warlords_Of_Kruhl_4e_EN:Gifts#Arcane Caster|Arcane Caster]]


A character with Arcane Disruption can use a standard action (or force their next action) to interrupt and prevent the casting of a spell they can see being cast within medium range (100 m). Arcane Disruption requires a successful Occult (Power Level) 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 Arcane Disruption 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.
Normally, a distracted character suffers a -{{KM4_SKILL_BONUS}} penalty on their next skill roll or their next defense, whichever comes first. A character with Attentive is unaffected by such distractions, and does not incur a penalty.


===Bardic Inspiration===
===Bag Of Tricks===
:''Prerequisite:'' [[Warlords_Of_Kruhl_4e_EN:Archetypes#Bardic Lore|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.
The character carries a bag, belt, or backpack with a number of small, ordinary items. The character can use a quick action to pull any needed item from their bag, as long as the item is small enough to fit in the palm of their hand and can be purchased from an ordinary retail shop.


===Blindfighting===
===Blindfighting===
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===Blood Rage===
===Blood Rage===
:''Quick action''


The character may enter a trance-like state of bestial fury. While in a blood rage, the character gains a bonus (+3) on all Hand-to-hand Combat rolls and any Mental Combat defense rolls, but they incur a penalty (-3) on all other rolls. Entering blood rage requires a quick action and costs 1 point of Willpower, as does leaving the blood rage. However, if the character has the "passion" motivation, entering a blood rage does not cost Willpower, but leaving the blood rage costs 2 Willpower.
Once per scene, the character can enter a trance-like state of bestial fury. While in a blood rage, the character gains a +{{KM4_SKILL_BONUS}} skill bonus on all Hand-to-hand Combat attack rolls, but they incur a -{{KM4_SKILL_BONUS}} skill penalty on all other rolls, as well as on their hand-to-hand and ranged defense. Additionally, a character in a blood rage gains a +{{KM4_SKILL_BONUS}} skill bonus to their Mental Combat defense.


===Catch Arrows===
===Bowler===
:''Prerequisite:'' [[Warlords_Of_Kruhl_4e_EN:Archetypes#Enlightened Defense|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.
A character with the Bowler gift can heave projectiles with deadly accuracy. The character may base their Ranged Combat attack rolls on Brawn rather than on Agility. The player may choose which attribute to use on a case by case basis.


===Combat Reflexes===
===Connected===
:''Prerequisite:'' [[Warlords_Of_Kruhl_4e_EN:Archetypes#Assess Opponent|Assess Opponent]]


A character with the Combat Reflexes gift may take one additional [[Warlords_Of_Kruhl_4e_EN:Actions#Actions|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.
"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 12) Diplomacy (Presence) roll to see how their contact receives them.


===Command Undead===
===Disarming Expert===
:''Prerequisite:'' [[Warlords_Of_Kruhl_4e_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 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.
Normally, when making a disarming attack, the character incurs a -{{KM4_SKILL_BONUS}} skill penalty. A character with Disarming Expert can make a disarming attack without incurring a penalty.


Any undead which has a Power Level greater than that of the character is immune to this ability.
===Elusive===
 
===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.
 
===Curse===
:''Prerequisite:'' [[Warlords_Of_Kruhl_4e_EN:Archetypes#Familiar|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.
A character with the Elusive gift is fast on their feet and good at rolling with the punches. The character may base their Hand-to-hand Combat defense rolls on Agility rather than on Brawn. The player may choose which attribute to use on a case by case basis.


===Elusive===
===Escape Artist===


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.
A character with the Escape Artist gift is a slippery target. Once per scene, the character gains a +{{KM4_SKILL_BONUS}} skill bonus against a grapple or a lasting power. The player may decide to gain the bonus before or after the dice are rolled.


===Green Passage===
===Famous===
:''Prerequisite:'' [[Warlords_Of_Kruhl_4e_EN:Archetypes#Unhindered Stride|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.
The character's name and likeness are widely known, perhaps due to their exploits, or possibly because they are from a notorious family. It is difficult for the character to pass unnoticed, because paparazzi are often nearby. People who are impressed by celebrity may be more likely to cooperate with the character, and the character can sometimes gain favours from strangers.


===Hand-to-hand Lethality===
===Fascinating===


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.
A character is naturally, effortlessly compelling. It is difficult for the character to pass unnoticed, because they will be the focus of attention in nearly any circumstances. People who are swayed by their instinctive responses may be more likely to cooperate with the character, and the character can sometimes gain favours from admirers.


===Hard Target===
===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.  
A character with the Hard Target gift can take the hit and keep coming. The character may base their Ranged Combat defense rolls on Brawn rather than on Agility. The player may choose which attribute to use on a case by case basis.
 
===Hunter's Prey===
:''Prerequisite:'' [[Warlords_Of_Kruhl_4e_EN:Archetypes#Hunter's Mark|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.
===Headquarters===


===Indefatigable===
The character has one or more bases of operation, equipped with supplies, workshops, and equipment reasonable for the character's background and skills. If the character is a member of a team, the base(s) might be shared with the other team members, at the player's discretion. A headquarters is primarily a convenience for the GM and a fun asset for the character. It is not generally useful in combat, and is mainly used for flavor and a setting for roleplaying.


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.
Additionally, the character can make a moderately difficult (DV 12) Survival (Reason) roll to remember a "safe house" or a cache of supplies nearby, wherever they happen to be.


===Leadership===
===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.
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. Once per scene, the character can grant a +{{KM4_SKILL_BONUS}} skill bonus to one of their allies. The player may decide to grant the bonus before or after the dice are rolled.


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


===Linguist===
===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.
A character with the Linguist gift is fluent in dozens of languages, and is capable of quickly deciphering new languages when they encounter them.
===Luck===
The player begins each game with one extra [[Warlords_Of_Kruhl_4e_EN:Actions#Plot_Points|plot point]]. The gods of chance seem to smile on the character, or perhaps they are just incredibly well-prepared.


===Master Plan===
===Master Plan===


Once per game session, a character with the Master Plan gift is able to gain a tactical benefit at a time and place they choose. 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.
Once per scene, a character with Master Plan is able to gain a tactical benefit at a time and place they choose. 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 to grant the character or one of their allies a +{{KM4_SKILL_BONUS}} skill bonus to be used at a time of their choice during the conflict.


===Mental Calculator===
===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.
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 powerful computer. 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===
===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.
The character has one or more minor, mostly nameless lackeys of marginal usefulness. Such minions might be mooks, agents, armed guards, administrative staff, or technicians 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 -- an administrative assistant, a chauffeur/auto mechanic, and a skilled professional -- they might be reasonably competent at their respective assignments ({{KM4_SKILL_BONUS}} in their most relevant attributes, with 1 in relevant skills). If the character has dozens of minions, however, the best among them would have 2 in their relevant attributes, and none of them would have any skills requiring advanced education 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.
Minions are primarily a fun asset for the character. They are not generally useful in combat, and are mainly used for flavor 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, finding it with a moderately difficult (DV3) Reason roll.
Once per scene, the character may perfectly remember any event, document, recording, etc., which the character has clearly seen or heard, even if they were not paying particular attention to it at the time.


===Pro From Dover===
===Pro From Dover===


The character is the best in their field, whatever that field is. They may or may not be [[Warlords_Of_Kruhl_4e_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 with the Pro From Dover gift can choose a specific, narrowly-defined professional, scholarly, or technical field in which they are an undisputed expert. When answering a question or performing research related to their specialty, they gain a +{{KM4_SKILL_BONUS}} skill bonus.


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.
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 should choose a different specialty.


===Ranged Disarm===
===Quick Change===
:''Prerequisite:'' [[Warlords_Of_Kruhl_4e_EN:Archetypes#Sharpshooter|Sharpshooter]]


The character may use a ranged weapon to perform a [[Warlords_Of_Kruhl_4e_EN:Actions#Disarming|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.
The Quick Change gift is usually possessed only by superheroes and stage magicians. Quick Change enables a character to change their entire outfit with a quick action. This could be made possible by super-speed, a costume stored in a ring, or just wearing a different outfit underneath street clothes. Additionally, a character with Quick Change and the Alternate Form power can change forms once per round with a quick action.


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 Disarm===


===Ranged Lethality===
A character with Ranged Disarm can make a disarm attack at range. A ranged disarm attack requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. As with hand-to-hand disarming attacks, the attacker suffers a -{{KM4_SKILL_BONUS}} skill penalty on the roll.


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.
===Sacred Caster===


===Reputation===
The character can cast spells of a sacred nature. See the [[Warlords_Of_Kruhl_4e_EN:Magic|Magic]] chapter for more details.
 
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:'' [[Warlords_Of_Kruhl_4e_EN:Archetypes#Healing Touch|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===
===Scrounger===


The character can cast spells of a sacred nature. See the [[Warlords_Of_Kruhl_4e_EN:Magic|Magic]] chapter for more details.
You can survive off the grid, whether you are in the wilderness or in an urban environment. You can find shelter, food, and personal essentials enough to provide for yourself and a small number of friends. In a populated area, you can always find useful items by asking around and keeping your eyes open.


===Second Identity===
===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.
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.
Additionally, the character can make a moderately difficult (DV 12) Finesse (Reason) roll to produce proof of a new but ordinary identity, appropriate to wherever they happen to be.


===Sharpshooter===
===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 action roll when targeting a defender who is prone or has cover.
A character with the Sharpshooter gift adept at bypassing cover in ranged combat. When a defender is prone or has cover, they normally gain a bonus to their defense. A character with the Sharpshooter gift ignores a defender's bonus from being prone or having cover.


===Sneak Attack===
===Sidekick===
:''Prerequisite:'' [[Warlords_Of_Kruhl_4e_EN:Archetypes#Sense Danger|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.
The character fights more effectively when they fight alongside their mentor. If the sidekick is within short range (10 m) of their mentor, their Agility, Brawn, and Power Level are equal to their normal values, or their mentor's values, whichever is greater. The character's mentor must be chosen when this gift is purchased, and should change very rarely, if ever.
 
===Spirit Allies===
:''Prerequisite:'' [[Warlords_Of_Kruhl_4e_EN:Archetypes#Spirit Guide|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 a +{{KM4_SKILL_BONUS}} bonus to all allies within short range (10 m). Each ally within range may use this bonus on any single skill roll or defense during the current scene. Each ally may only have one bonus from Spirit Allies at a time. The number of times the character may grant a bonus to their allies per day is equal to their Power Level.


===Team Player===
===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_4e_EN:Actions#Combining_Effort|combining their effort]] with others as part of a task or in combat.
A character with the Team Player gift excels at working with others, and is more effective with others than they are alone. Once per scene, a character with the Team Player gift can gain a +{{KM4_SKILL_BONUS}} skill bonus when working as part of a team. The player may decide to gain the bonus before or after the dice are rolled.
 
===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===
===Underwater Combat===


Normally, engaging in combat underwater imposes a -{{KM4_SKILL_BONUS}} action penalty. A character with the Underwater Combat gift does not incur a penalty for fighting underwater.
Normally, engaging in combat underwater imposes a -{{KM4_SKILL_BONUS}} skill penalty. A character with the Underwater Combat gift does not incur a penalty for fighting underwater.


===Unsettling===
===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.
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.


===Whirlwind Attack===
===Wealthy===
:''Standard action''


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.
If a problem can be solved by throwing money at it, a character with the Wealth gift can probably solve that problem. Food, clothing, and shelter cease to be concerns for a character with Wealth, but they are still plagued by the same interpersonal issues that are behind the serious problems most people face.


==Custom Gifts==
===Whirlwind Attack===
 
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.


Normally, when making a sweep attack (attacking everyone within reach of the character simultaneously), the character incurs a -{{KM4_SKILL_BONUS}} skill penalty on each roll. A character with Whirlwind Attack can make a sweep attack without incurring a penalty.


[[Category:Gifts]]
[[Category:Gifts]]
[[Category:Warlords_Of_Kruhl]]
[[Category:Warlords Of Kruhl]]
[[Category:English]]
[[Category:English]]

Latest revision as of 11:14, 2 May 2022

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. Gifts which impact the setting directly, such as Headquarters and Wealthy, should receive more than the usual amount of GM consultation.

The character's first gift costs 1 character point. Buying an additional gift costs a number of character points equal to the current number of gifts, plus one. For example, buying a fourth gift costs 4 points.


Table: Gift cost
Quantity Cost
1 1
2 3
3 6
4 10
5 15
6 21
7 28
8 36
9 45
10 55


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 an 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 Empathy Skills The character can use Diplomacy and Manipulation skills on animals.
Arcane Caster Skills The character can cast spells of an arcane nature
Attentive Combat The character is unaffected by distractions.
Bag Of Tricks Skills The character carries a bag, belt, or backpack with a number of small, ordinary items.
Blindfighting Combat The character does not incur a penalty when unable to see or hear their opponent.
Blood Rage Combat Once per scene, the character can enter a trance-like state of bestial fury.
Bowler Combat The character may base their Ranged Combat attack rolls on Brawn rather than on Agility.
Connected Skills The character can make a Diplomacy roll to get a favour from an old friend -- or an old enemy.
Disarming Expert Combat The character can make a disarming attack without the usual -3 skill penalty.
Elusive Combat The character may base their Hand-to-hand Combat defense rolls on Agility rather than on Brawn.
Escape Artist Combat Once per scene, the character gains a +3 skill bonus against a grapple or a lasting power.
Famous Skills The character may get attention, and perhaps favors, from strangers.
Fascinating Skills The character may get attention, and perhaps favors, from admirers.
Hard Target Combat The character may base their Ranged Combat defense rolls on Brawn rather than on Agility.
Headquarters Skills The character has one or more bases of operation.
Leadership Combat Once per scene, the character can grant a +3 skill bonus to an ally.
Lightning Strike Combat The character may base their Hand-to-hand Combat attack rolls on Agility rather than on Brawn.
Linguist Skills The character can learn new languages with minimal effort.
Master Plan Combat The character's allies can gain a tactical benefit if there is time to prepare for an encounter.
Mental Calculator Skills The character can solve complex mathematical operations by thinking about them.
Minions Skills Minor, mostly nameless lackeys of marginal usefulness.
Perfect Recall Skills Once per scene, the character may perfectly remember any event, document, recording, etc.
Pro From Dover Skills The character is the absolute best in their field, whatever that is.
Quick Change Skills The character can clothes (or change into an Alternate Form) with a quick action.
Ranged Disarm Combat The character can make a disarm attack at range.
Sacred Caster Skills The character can cast spells of a sacred nature
Scrounger Skills The character can survive on what they find.
Second Identity Skills The character has a second, completely legitimate identity.
Sharpshooter Combat The character can ignore a defender's skill bonus from being prone or having cover.
Sidekick Combat If the character is within short range of their mentor, their Agility, Brawn, and Power Level are no less than their mentor's.
Team Player Combat Once per scene, the character can gain a +3 skill bonus when working as part of a team.
Underwater Combat Combat The character does not incur a penalty when fighting underwater.
Unsettling Skills The character may make people nervous for no real reason.
Wealthy Skills If a problem can be solved by throwing money at it, the character can probably solve that problem.
Whirlwind Attack Combat The character can make a sweep attack without the usual -3 skill penalty.


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 +3 skill bonus on Diplomacy and Manipulation rolls when interacting with that animal type.

Once per scene, A character with Animal Empathy can befriend a normal animal which is not hostile to the character. The animal will always remember the character and treat them as a friend.

Arcane Caster

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

Attentive

Normally, a distracted character suffers a -3 penalty on their next skill roll or their next defense, whichever comes first. A character with Attentive is unaffected by such distractions, and does not incur a penalty.

Bag Of Tricks

The character carries a bag, belt, or backpack with a number of small, ordinary items. The character can use a quick action to pull any needed item from their bag, as long as the item is small enough to fit in the palm of their hand and can be purchased from an ordinary retail shop.

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.

Blood Rage

Once per scene, the character can enter a trance-like state of bestial fury. While in a blood rage, the character gains a +3 skill bonus on all Hand-to-hand Combat attack rolls, but they incur a -3 skill penalty on all other rolls, as well as on their hand-to-hand and ranged defense. Additionally, a character in a blood rage gains a +3 skill bonus to their Mental Combat defense.

Bowler

A character with the Bowler gift can heave projectiles with deadly accuracy. The character may base their Ranged Combat attack rolls on Brawn rather than on Agility. The player may choose which attribute to use on a case by case basis.

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 12) Diplomacy (Presence) roll to see how their contact receives them.

Disarming Expert

Normally, when making a disarming attack, the character incurs a -3 skill penalty. A character with Disarming Expert can make a disarming attack without incurring a penalty.

Elusive

A character with the Elusive gift is fast on their feet and good at rolling with the punches. The character may base their Hand-to-hand Combat defense rolls on Agility rather than on Brawn. The player may choose which attribute to use on a case by case basis.

Escape Artist

A character with the Escape Artist gift is a slippery target. Once per scene, the character gains a +3 skill bonus against a grapple or a lasting power. The player may decide to gain the bonus before or after the dice are rolled.

Famous

The character's name and likeness are widely known, perhaps due to their exploits, or possibly because they are from a notorious family. It is difficult for the character to pass unnoticed, because paparazzi are often nearby. People who are impressed by celebrity may be more likely to cooperate with the character, and the character can sometimes gain favours from strangers.

Fascinating

A character is naturally, effortlessly compelling. It is difficult for the character to pass unnoticed, because they will be the focus of attention in nearly any circumstances. People who are swayed by their instinctive responses may be more likely to cooperate with the character, and the character can sometimes gain favours from admirers.

Hard Target

A character with the Hard Target gift can take the hit and keep coming. The character may base their Ranged Combat defense rolls on Brawn rather than on Agility. The player may choose which attribute to use on a case by case basis.

Headquarters

The character has one or more bases of operation, equipped with supplies, workshops, and equipment reasonable for the character's background and skills. If the character is a member of a team, the base(s) might be shared with the other team members, at the player's discretion. A headquarters is primarily a convenience for the GM and a fun asset for the character. It is not generally useful in combat, and is mainly used for flavor and a setting for roleplaying.

Additionally, the character can make a moderately difficult (DV 12) Survival (Reason) roll to remember a "safe house" or a cache of supplies nearby, wherever they happen to be.

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. Once per scene, the character can grant a +3 skill bonus to one of their allies. The player may decide to grant the bonus before or after the dice are rolled.

Lightning Strike

A character with the Lightning Strike gift can deal devastating blows using speed and finesse. The character may base their Hand-to-hand Combat attack rolls on Agility rather than on 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

Once per scene, a character with Master Plan is able to gain a tactical benefit at a time and place they choose. 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 to grant the character or one of their allies a +3 skill bonus to be used at a time of their choice during the conflict.

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 powerful computer. 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 technicians 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 -- an administrative assistant, a chauffeur/auto mechanic, and a skilled professional -- they might be reasonably competent at their respective assignments (3 in their most relevant attributes, with 1 in relevant skills). If the character has dozens of minions, however, the best among them would have 2 in their relevant attributes, and none of them would have any skills requiring advanced education or technical aptitude.

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

Perfect Recall

Once per scene, the character may perfectly remember any event, document, recording, etc., which the character has clearly seen or heard, even if they were not paying particular attention to it at the time.

Pro From Dover

A character with the Pro From Dover gift can choose a specific, narrowly-defined professional, scholarly, or technical field in which they are an undisputed expert. When answering a question or performing research related to their specialty, they gain a +3 skill bonus.

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 should choose a different specialty.

Quick Change

The Quick Change gift is usually possessed only by superheroes and stage magicians. Quick Change enables a character to change their entire outfit with a quick action. This could be made possible by super-speed, a costume stored in a ring, or just wearing a different outfit underneath street clothes. Additionally, a character with Quick Change and the Alternate Form power can change forms once per round with a quick action.

Ranged Disarm

A character with Ranged Disarm can make a disarm attack at range. A ranged disarm attack requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. As with hand-to-hand disarming attacks, the attacker suffers a -3 skill penalty on the roll.

Sacred Caster

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

Scrounger

You can survive off the grid, whether you are in the wilderness or in an urban environment. You can find shelter, food, and personal essentials enough to provide for yourself and a small number of friends. In a populated area, you can always find useful items by asking around and keeping your eyes open.

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.

Additionally, the character can make a moderately difficult (DV 12) Finesse (Reason) roll to produce proof of a new but ordinary identity, appropriate to wherever they happen to be.

Sharpshooter

A character with the Sharpshooter gift adept at bypassing cover in ranged combat. When a defender is prone or has cover, they normally gain a bonus to their defense. A character with the Sharpshooter gift ignores a defender's bonus from being prone or having cover.

Sidekick

The character fights more effectively when they fight alongside their mentor. If the sidekick is within short range (10 m) of their mentor, their Agility, Brawn, and Power Level are equal to their normal values, or their mentor's values, whichever is greater. The character's mentor must be chosen when this gift is purchased, and should change very rarely, if ever.

Team Player

A character with the Team Player gift excels at working with others, and is more effective with others than they are alone. Once per scene, a character with the Team Player gift can gain a +3 skill bonus when working as part of a team. The player may decide to gain the bonus before or after the dice are rolled.

Underwater Combat

Normally, engaging in combat underwater imposes a -3 skill penalty. A character with the Underwater Combat gift does not incur a penalty for fighting underwater.

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.

Wealthy

If a problem can be solved by throwing money at it, a character with the Wealth gift can probably solve that problem. Food, clothing, and shelter cease to be concerns for a character with Wealth, but they are still plagued by the same interpersonal issues that are behind the serious problems most people face.

Whirlwind Attack

Normally, when making a sweep attack (attacking everyone within reach of the character simultaneously), the character incurs a -3 skill penalty on each roll. A character with Whirlwind Attack can make a sweep attack without incurring a penalty.