Gifts

Unique humans, Skinwalkers, and C. plexii are gifted with extranormal abilities, called Gifts. Gift definitions come from a subset of Luther Arkwright Traits and Worlds United Gifts.

At character creation, Supernatural Points may be spent to roll on the Gifts table.

If Mysticism or Psionics are rolled, go to the Powers Workshop and roll for Disciplines (for Psionics) and Talents.

Gift Table

Agile

The character has superb reflexes. The character adds one tenth of their Athletics skill to Initiative Bonus.

Assimilation

The character can read and absorb information at an astonishingly fast rate. They glean important points and inferences from reading text at the rate of 2 seconds per page (thus, a 300 page book can be understood in 10 minutes) . The character must obviously be able to read the text in the first place. This is not the same as Eidetic Memory; it's fast reading comprehension, not recall.

Charming

The character is highly charismatic. Any skill with CHA as a base characteristic is always one grade easier.

Danger Sense

The character has an uncanny intuition of personal danger and never suffers the negative game effects for being surprised.

Deadshot

The character is a natural marksman. Aiming for one round reduces the situational Difficulty by two grades instead of one.

Eidetic Memory

The character has an eidetic memory and can memorise an image, page of writing, scene, sound, etc. perfectly by spending 1d6 minutes studying it. The character can recall or recite the precise details and nature of the subject at will. Details do not fade with age or time.

Enhanced Balance

The character’s sense of balance is acute. Athletics and Acrobatics are always one grade easier. If forced to use Evade to avoid an attack, the character is never left prone.

Enhanced Sight

The character can see normally in near-total darkness and suffers no modifiers due to the absence of light. All Perception rolls involving vision are one grade easier.

Exceptional Luck

The character has 1 additional Luck Point each session.

Forgettable

The character’s face and voice are indistinctive and cannot be remembered by most witnesses. Strangers or casual acquaintances require a Herculean Willpower roll to remember the character or details about them.

Inhuman Perfection

Increase one characteristic by 1d6.

Insightful

The character is a remarkable judge of character and agenda. All Insight rolls are one grade easier.

Iron Mind

Willpower rolls are one grade easier.

Linguistic Savant

The character is a preternatural linguist. They begin with 1d3+1 additional languages covered under their Linguistics skill. Communicating in an unfamiliar language is always one grade easier, and the character can learn any language they have been exposed to for more than a few hours by spending 1 Experience Roll.

Mathematical Savant

The character is adept at complex mental mathematics and deductions of probability. Any skill requiring the application of mathematics, including Commerce, Engineering, Gambling, and Science (any) are always at one grade easier. In addition, all uses of Science (Mathematics), including breaking codes, are always two grades easier. In addition, the character can accurately perform in one Round of intense concentration any mathematical calculation that an ordinary person would require many hours of work with pencil and paper.

Mysticism

Human and Skinwalker characters only. The character has a natural talent for Mysticism and automatically gains both the Meditation and the Mysticism skills without training. The character starts play with a number of Talents equal to one tenth of their Mysticism skill. Additional Supernatural Points spent on Mysticism provide 2 Mysticism Talents instead of 1.

Natural Liar

The character can lie with ease and conviction. All Deceit rolls are two grades easier than the norm. Truth drugs have no effect on the character, and both mechanical lie detectors and the Psionic Mind Probe Talent reveal that the character is telling the truth even when they are lying.

Null-Psychic

Human characters only. The character can never gain Psychic Powers, and their mind is immune to their influence. The character cannot be detected or influenced/harmed through any psychic means. The character can, however, still be injured through the physical manifestations of a psychic power (such as something hurled by Telekinesis). A character cannot be both Null-Psychic and Psychic. If a Null-Psychic character spends 2 Power Points and succeeds at a Standard Willpower roll, they can create an area around themselves where no Psychic Talents function. This area is equal in radius to one twentieth their Willpower skill in metres. Anyone inside this area cannot use or be affected by any Psychic Talent, although they could still be struck by e.g. a telekinetically thrown object, as long as the the object the telekinetic was throwing was outside this radius. This area persists for 10 minutes.

Perceptive

The character has enhanced powers of perception. All Perception rolls are one grade easier. Stimuli related to their enhanced perception are that much more vivid, apparent, intricate, distinct, and so forth.

Psychic

Human characters only. The character starts with one Psychic Discipline and two Psychic Talents. A character cannot be both Psychic and Null-Psychic.

Quick

The character's movement rate is double the species norm. The character can disengage from melee combat without using an Action Point or requiring an opposed skill test.

Regenerative

The character’s Healing Rate is 2d2 points higher than normal. Not only does the character heal faster, but wounds do not leave any scar tissue. The character cannot regenerate amputated body parts but if a body part suffers a Major Wound and remains attached to the body, it will regenerate given enough healing time.

Resilient

The character is incredibly resilient to the effects of wounds. Their Hit Points are calculated using STR+CON+SIZ.

Shadow

The character is innately stealthy. All Stealth rolls are one grade easier, and the character can attempt to hide in plain sight if they are not currently being observed.

 


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