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Core Gifts

General Gifts

Core Gifts are broadly applicable, cross-archetype abilities that expand what characters can do, rather than increasing raw power. They emphasize preparation, awareness, endurance, and consequence management.

Balanced Burden

(1cc/5xp) When operating at Heavy Load, you may still access one benefit normally restricted at Standard Load, such as bonus dice on a physical action. This does not remove other penalties associated with Heavy Load.

Clear Focus

(1cc/5xp) Once per scene, you may ignore the effects of Distracted or Shaken Conditions for a single action, provided you take a brief moment to steady yourself.

Crowd Reach

You know how to project intent beyond the immediate circle. Through voice, presence, reputation, or practiced coordination, your actions carry farther than most. This Gift expands the number of people you can meaningfully affect with a single action without reducing the difficulty of acting at scale. This Gift does not allow you to affect groups that are physically dispersed, structurally segmented, or hostile beyond reason without appropriate narrative leverage.

Crowd Reach 1

(1cc / 5xp)
When attempting to affect a group with a single action, you may increase the maximum number of people affected by 50%, rounded up. This does not reduce the Target Difficulty.

Crowd Reach 2

(2cc / 10xp)
Your presence carries across noise, distance, and distraction. When attempting to affect a group with a single action, you may increase the maximum number of people affected by 100% (double the normal size). This does not reduce the Target Difficulty.

Hidden in Plain Sight

(1cc/5xp) While at Standard Load, you may conceal one Light weapon or tool as though you were at Light Load, provided your clothing and situation reasonably allow it.

Measured Threat

(1cc/5xp) You may deliberately reveal or obscure elements of your armament to shape how others perceive you, appearing more dangerous or less prepared than you actually are.

Overburdened Push

(1cc/5xp) Once per session, you may ignore all Load penalties for a single action. Afterward, you automatically suffer the Winded Condition for 2 rounds.

Pack Discipline

(1cc/5xp) You may temporarily treat one Bulky item you are carrying as Light for the purpose of determining Load State, provided it remains stowed and inaccessible for the duration of the scene.

Pattern Sense

(1cc/5xp) When encountering repeated symbols, behaviors, or events, you may ask whether they share a common origin, cause, or intent.

Quick Stow

(1cc/5xp) Once per session, you may change Load State by one step as a single deliberate action, provided you have a moment of cover or privacy.

Second Wind

(1cc/5xp) Normally, spending Effort clears only one Strain. With this Gift, once per session, when you spend Effort you may clear all Strain instead—provided you immediately press on rather than retreat or disengage.

Stage-Managed Gear

(1cc/5xp) You can rearrange, disguise, or contextualize visible equipment to better match local norms, reducing social escalation caused by your current Load State.

Tool Familiarity

(1cc/5xp) You may treat one specific tool, kit, or instrument as "at hand" for narrative positioning, even when it would normally be inconvenient to access.

Languages

Each language is treated as a Gift. Every character begins play with at least one language. Some languages cost more due to rarity, cultural isolation, or complexity.

Languages include:

Luminel

(1cc/5xp) A language invented by the Kampanni and primarily spoken by Kampanni and Qnassi, and rarely used elsewhere.

Quatravi

(1cc/5xp) This language is based on the 4 season cycle and created by the Verdanni. It is only typically spoken by the Fluvarri, Kampanni, and Verdanni.

Sekharric

(0cc/0xp) The common or trade language. Pretty much everyone speaks Sektarri.

Vodaggy

(2cc/10xp) Dazhdvog language, much less common. Typically only Dazhdvog speak it.
Special: Dazhdvog characters get "Dazhdvog" as a language for free.

Physical & Survival Gifts

These reinforce endurance, mobility, and environmental interaction without turning into raw combat upgrades.

Enduring Carry

(1cc/5xp) When hauling a large object or wounded ally, you do not immediately escalate Load State, though consequences may accumulate later.

Hard Landing

(1cc/5xp) When falling, being thrown, or knocked down, you may reduce the resulting wound by one Impact, but you always end Prone.

Load Bearer

(1cc/5xp) You can carry awkward, heavy, or unwieldy objects without suffering penalties that would normally apply.

Relentless Pace

(1cc/5xp) Once per session, you may ignore fatigue, exhaustion, or movement penalties during extended travel.

Road-Hardened

(1cc/5xp) Extended travel at Standard or Heavy Load causes fewer lingering conditions related to fatigue or strain.

Sure Footed

(1cc/5xp) Difficult terrain never causes you to fall or be forcibly repositioned unless you are critically affected.

Weathered

(1cc/5xp) Environmental exposure escalates more slowly for you. Heat, cold, wind, or rain take longer to impose conditions.

Risk & Consequence Gifts

Accept the Cost

(1cc/5xp) Once per session, you may succeed at an action automatically by accepting a severe narrative consequence.

Burn Bridges

(1cc/5xp) You may permanently close an avenue of retreat, diplomacy, or safety to gain decisive leverage in the moment.

Scars Tell Stories

(1cc/5xp) When suffering a moderate wound or worse, you gain a one-time advantage related to it later.

Skill Gifts

Combat Medic

(1cc/5xp) Skills 3 Actions to remove a Strain. 6 actions to remove the effects of a Light Wound (wound stays, but penalties are removed). 1 minute to remove a Light Wound.

Contextual Recall

(1cc/5xp) Skills, Skills, Skills, SkillsSkills, Skills, Skills, Skills Once per session, you may recall a relevant historical, cultural, or practical detail that reframes a situation.

Surgery

(1cc/5xp) Skills 1/hour per level of wound to shift a Light or Moderate Wound to a Light Wound, which needs to be healed naturally, or with magic.

Quiet Observer

(1cc/5xp) Skills You gain additional insight when listening rather than speaking in tense or information-rich scenes.