Player's Handbook · Chapter 5
Gifts and Powers
Gifts and Powers
One frame for everything extraordinary: mutant abilities, street tech, relics, magic, training montages that shouldn't work but do.
What a Gift Is
A gift states permission (what you can attempt), cost (what it takes), and limits (what it can't do). The core roll still resolves uncertainty — the gift decides which rolls you may even make.
Costs and Limits
Every gift needs a throttle: fatigue, heat, attention, ammunition, oaths, side effects. Costs keep powers dramatic instead of routine. Limits keep them surprising instead of total. Negotiate both with your table up front.
Table Ownership
Your table owns everything. Re-skin any gift, house-rule any law, rebuild any hero. If a gift breaks the fun, fix it together mid-session and note the change in the Chronicle.
Manual updated Nov 8, 2026.