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Arg0s Gifts (0.7 Beta)

Here are my sample gifts for Ace, using the new rules viewable over  here! I'm posting player gifts publicly and NPC gifts privately! https://www.patreon.com/posts/wip-rules-update-85510374

Arg0s

HP: 40

Purple: Welcome to the Show +6

Orange: Tempered Will +4

Steel: Imported Controls +4


Singlehanded Savior

Reflection

Primary - Multihanded Messiah: Summons 6 additional weapons from Singlehanded Savior that float around you. They may be spent at any point to make a Roll to Do with this reflection. This can be used to clash with an incoming attacker as well, consuming the additional weapon but negating any damage the clash would have dealt to you. Once per session.

Level 1

Readout: Your Reflection is capable of analyzing others on a compositional level and your connection to the OPIA network will quickly cross reference the target’s status with all available known records related to the target.

This, functionally, will allow you to identify maladies on the target at a glance: sickness, possession, burn, low HP will all be displayed usefully on your HUD.

When scanning something or someone, Roll to Do. On a success, the GM will tell you what you discover. You may also mark the target with Tactics. For every 5 points that your roll exceeds the roll of your target, you may apply an additional stack of Tactics.

Tactics: Whenever you interact with a target via a Roll to Do, you may mark them with Tactics. Whenever there isn’t an appropriate target (I.E. you jumped a gap or picked up a crate) you may mark yourself. You may immediately convert Tactics to achieve any of the effects on the following list:

TACTICS

Retarget: Mark a target within your or your target’s eyesight with Tactics.

Rocket: Move the target 2x your Swing in a direction of your choosing.

Boosted: Add 1d6 to a roll, even after the results are determined.

Drained: Subtract 1d6 from a roll, even after the results are determined.

Scheme: Consumes Tactics to allow the target to move up to their speed and perform one action that is not an attack.

Bank: When you attack a target marked with Tactics, you may consume Tactics to enable you to Roll to Do versus a new target within range, as if you were performing an attack from the target’s location. You may change damage types from healing to harming and visa versa. Does not erase Tactics. Once per turn.

If you consume a Tactics marker as part of an action, do not apply a new Tactics marker unless the effect states otherwise.

Energy Conversion: You may summon any weapon you can imagine from hardlight. It forms in your hand. You must choose to make this weapon deal damage or heal wounds. You can swap between these two different modes at will. When in damage mode, your weapons act as normal. When in healing mode, all damage that would have been dealt by your attacks is converted to healing instead.

If your chosen weapon is a melee weapon, you do not need to Roll to Do to heal allies, it is automatically considered a success.

If your chosen weapon is a ranged weapon, you must Roll to Do to hit allies you wish to heal. You must roll 10 or higher, with difficult terrain and distance increasing this check. You may ignite to create an explosive that hits all spaces adjacent to the target.

All Out Attack: If all allies (including yourself) are marked with Tactics, and at least one enemy is marked with Tactics, you may spend your turn to call in an All Out Attack. Consume all Tactics markers on all involved parties to grant all allies (Including yourself) an additional turn in the order of your choosing to be spent immediately. You cannot apply Tactics during an All Out Attack. Damage dealt, per target, cannot exceed the level of this Gift + the level of your team’s bond. When all additional turns are spent, the conflict resumes as normal.

Level Up: 50xp or Commune with your Reflection and Overcome Despair

Level 2

Improved Scanner: Roll twice and take the higher result when scanning.

Expanded Tactics: Add the following to your list of tactics

TACTICS

Shield: Consume tactics to deploy a shield, reducing damage sustained by 1d6.

Detonate: Dealing 1d6 damage and 1d6 burn damage to the target and all adjacent targets.

Immunity: Builds a barrier of immunity around the target. Absorbs one status effect, negating it completely. If this negates demonic possession, the target cannot gain another Immunity for another hour. Does not include some status effects, particularly self-imposed statuses meant to act as a counterbalance or sacrifice for a potent ability.

Soulcolor Bullet: Whenever you succeed on a scan roll, you may select one of the target’s Attributes. You learn its name and its total attribute bonus. Write down its attribute level + whatever the attribute dice rolled in the Roll to Dye vs. your scan in the space below. Whenever you Roll to Do or Roll to Dye, you may erase that Attribute from your list to add a bonus to your roll equal to the erased attributes value. Your effort additionally becomes dyed the same color as the erased attribute. You may store up to 6 attributes in this way.

BULLETS

Hope - Gold - 9

MISERY=SURVIVAL - Red - 6

Level Up: 100xp or fire the golden bullet (not in a dream)


A-MUSE-ing

Curse

Level 1

Good Show!: Whenever you put on a performance during a session in which you gained XP, roll 1d6 and gain that much more experience.

Possessed: You are possessed by an entity. This means when your burn passes 50, you will lose control of your body and be at the whims of the Muse of Instrumentality. At low levels of burn, she is aware of your location and can contact you through unconventional means. At middling levels of burn, she can speak directly to you and can appear in the form of hallucinations or dreams.

Level Up: 20xp or Go On A Date with a Muse

Remove: Get the demon exorcized.

Level 2

Possessed 💖: You are immune to demonic possession so long as Fio’s safeguard is in place. You are capable of fighting the possession in others. You gain 2d6 to the effort.

Level Up: 100xp or Reunite with Fio


Fateweaver

Reflection

Eitherlight: Attaches a string as fine as silk but as hard as steel to the target. By using this, one may Roll to Do to access their memories, experiencing their stories based on the user’s level of success. When attached to an ally, the user can grant them a burst of energy allowing them to take another turn immediately with a bonus equal to your Swing to whatever action they perform. You may also use this string to secure objects to other objects, or to yank yourself around.

Conditional Clauses: You may set traps using Fateweaver. By setting an “If-Then” clause, you can leave behind lines of string that trigger if certain conditions are met. As an Action, set behind a mote of string in a space within range. Set a condition. If this condition is met, this mote can use any ability contained within Fateweaver that also costs an Action immediately. The mote stores your current Swing and color and gains a 1d6 bonus to that every Act it is left inert.

Nexus Coil: You may attack any enemy within 50’ with long lines of razor sharp string. Gain the following ignite ability: By igniting, you can attack all enemies within that range in a single 20’ line. By locking out additional dice you can cross this line with an additional line. Each line may only overlap one time with another line. In these areas of overlap, you may attack your target one additional time. You cannot gain a number of additional attacks against a target greater than the level of this gift.

Tale Retold: You may note down a single action that an ally can take in the space below. Note down any bonuses, attributes, etc. You cannot note down Primary abilities in the following slot. By igniting, you can craft a facsimile of that ally to perform that action. Create a duplicate of that ally, and have them roll (if applicable) using their Swing, bonuses, etc that were present at the time of recording. All combined bonuses (Swing, etc etc) cannot exceed the level of this Gift + 6. They must voluntarily give this ability to you.

Level 2

Dream Exchange: Allows one to exchange bodies with those targeted with Eitherlight. So long as the Eitherlight is attached, and the subject is willing, exchange bodies with the target. You now play with one conjoined character sheet. You are able to use abilities associated with the person you are united with and visa versa. However equipment gifts such as weapons, armor, and even reflections can only be used by the source body. HP, XP and attributes are tracked per body. If the connection is ever severed, you are returned to your own body. If you do not wish to share bodies, or even do not wish to share certain Gifts in the conjoined experience, you may Roll to Do/Roll to Dye with your source body’s attributes vs. their source body’s attributes to determine whether or not you gain access. This ability has further restrictions and limitations, however it requires more testing.

Reconsider: Gain the Revision Ignite ability.

Revision: Change the If-then condition of any number of your Conditional Clauses.

Level Up: 200xp or discover the full limits of Dream Exchange


Fractal Duality

ESP

Comprehension At All Stages: This Gift does not level normally. Instead, you must discover the limits of your ability through study. By studying the self, by studying others, or by studying the universe you can discover the true nature of your power. Whenever you discover an aspect of Fractal Duality, note the source. This Gift will evolve depending on how you choose to discover yourself.

Self: ESP, Turn On!

Activate your ESP. Gain a +3 to all actions so long as it is active. Whenever you perform an action, decrease this bonus by 1. When this bonus reaches 0, your ESP state ends.

Evolve: Discover 5 other aspects to your ESP.

Self: Telekinesis

Suspend objects in the air using your mind! Outside of your ESP state, you can suspend light objects that you would have been able to carry otherwise. While in your ESP state you may suspend or throw objects (including yourself) many times what you could normally carry.

Evolve: Grow closer to Isaac

Ascalon: Duality

You can have two Reflection gifts on your character sheet, but may not have them equipped simultaneously. You may Ignite to swap one Reflection gift with the other. Whenever you enter your ESP state, equip your second Reflection gift immediately.

Duality II

Perform two actions, one with each Reflection without decreasing your ESP value. Then once both are resolved, subtract 3 from your ESP.

Evolve: Grow closer with Ascalon, your reflections, or both

Treble: Song of OPIA

You can sense the song of your organization. When it’s quiet, you can almost intuitively sense morale or the overall spirit of OPIA. You can, if you wish, attempt to focus in on individuals to see if you can read their hearts.

Evolve: Grow closer with Treble, Ridill and OPIA as a whole


Pillar of OPIA

Bond: Verona

You shared a few long nights drinking with the dear doctor, sharing stories about your co-workers and your responsibilities to this organization. You feel the trust she’s placed in you. While she can’t be on the front, she trusts you to handle things in her stead.

She also expects you to tell her about them later.

Blooming Inspiration: Shout encouragement to the target, invoking the highest authority in the land, THE BOSS. Choose one of the following:

-Target heals a wound

-Target takes an additional turn

This ability cannot be used again until you share with Dr. Verona the instance in which you used this ability.

Level Up: 50xp or Go Drinking With Verona


Darkside

Bond: Cal

The calming demeanor of the bartender actually draws out the gentler parts of your spirit. You and he both support others through means that most would consider non-traditional, but in sharing this bond you feel the reassurance of the master of clean slates.

Level 1

Darkside Dreaming: You do not need bedrest to heal wounds. Instead, if you spend that time recreationally with others you will heal just as effectively. You gain a 1d6 bonus on all efforts to empathize with others to connect to them and to hear their stories. Whenever you spend time doing so, you may mark all participants with Tactics.

Level Up: 50xp or work a shift with Cal


Ridill Arondite

Bond: Ridill

Ridill knows where you sleep.

Ridill: This Gift does not take up a Gift slot. Its effects are always active whether you want them to be or not. Ridill will try to break into your room regularly to bother you. You’re partners.

Lake Rejection: You and all those linked to you are immune to Ridill’s particular strain of “lake disease.” This will not cease the nightmares.

Partnership: ???

Level Up: 9999xp or take care of Ridill once and have her take care of you once


Mic (Unequipped)

Artificial Intelligence

Level 1

AI Companion: Mic will take her turns paired with her partner’s, performing one action per turn if able. After performing an action, Mic will lock out one of her dice. She does not unlock dice when Rolling to Dye. When Mic is locked out of Dice entirely, she will spend one Act inert, regaining power. Mic is killed immediately if her capsule is destroyed. But she’ll probably be fine, thanks to Hope’s Cultivation Seed. Mic gains a +6 to all efforts in this form that are related to listening or controlling technology. Mic has her own character sheet and attributes.

Listening: Mic can Roll to Do to scan the area, pinging it for threats and points of interest. She may focus this on a singular target to use the equivalent of Arg0s Readout ability. She may Wound herself when using this ability to get significantly more information: the target’s weakness, the frequency of a certain signal, or even the thoughts and feelings of those around her are perceptible to her ears.

Mechanical Reinforcement: Thanks to Mic’s one-time use Reflection Hope’s Cultivation Seed, any device she’s implanted in is radically reinforced as its energy use is perfected. A listening device gains increased power, a targeting computer fires more accurately and a car even drives faster. Roll twice and take the higher result when using technology Mic is implanted in. This ability grants Mic control over technology, but not mastery of its finer details. For example, this does not allow Mic to hack a computer etc.

Similacrum: Mic has been built a body! This body has its own HP total, and if it's ever wounded or destroyed, her capsule can be retrieved. When you place Mic’s capsule in this body, remove this gift temporarily from your character sheet. You regain this Gift when the capsule is removed from her body.

Level Up: 100xp (Mic can pay for this as well) or grow alongside Mic

Level 2

Telemetry: Mic is capable of reading the flame of any object she (or you) is connected to. She can functionally read the past of an object through contact alone. She is also capable of reading the minds of others through physical contact. By touching things, you may ask Mic to give you a quick reading of its history.

Skip Function: When you repeat a task you have done before, you may ask Mic to accelerate your progress through it. Depending on the frequency you and Mic have done that task together, Mic can compress the time it would take to complete that task down to nothing, or a fraction of the time it would otherwise take!

Isolation Barrier: While Mic is equipped, you are surrounded by an isolation barrier stopping others from reading your mind, stopping mental ESP attacks against you, and preventing environmental hazards from damaging you. You cannot be overheard, and if you so wish you may enter a stealth mode that cloaks you from sight. You do not appear on cameras you do not wish to appear in front of, and any pictures taken of you are blurry.

Level Up: 200xp or continue to grow alongside Mic


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