Knacks (and other "not quite Edges" stuff)
Ghost Friend (5 point Knack) by Matthew Weaver-Uzelac

Relationships can last a lifetime, some last even longer.  This knack less than an ability and more like a "hanger on."  Someone from you past, like your Grandfather, an army buddy, or your childhood best friend likes to keep in touch with you, even though they have been dead for quiet some time.  Their commitment to you is so strong that their spirit follows you and talks to you.  You are the only person who can see and hear the specter, and they can only interact with you.  People with the ability to see spirits (like those who drink spook juice) will be able to see your friend, but not hear them. Your Ghost friend would do anything for you, the only problem is that they cant do much in the first place.  By spending a chip you ask the person to help you in some way. The player taking this knack must write up the details of their spirit friend.  BTW, the spirit friend is always there.  They can not be exercised or dispelled.  They last as long as you do.

White Chip
The ghost can help you out by being your eyes in places you can't be.  You can send your spirit friend to any place in a 50-yard radius.  This includes all places that the player can't get to right away.  Once there the ghost can look around and come back and report the things that are happening at that location. Any arcane barriers will keep a spirit from getting inside.

Red Chip
The spirit in seeing things that the flesh can't gives the player help.  The player gets +1 to all Scrutinize, Search or Trackin' rolls for 10 minutes.

Blue Chip
Need advice?  Call a friend.  Buy spending a blue chip the player gets to draw on their unearthly friend's knowledge base.  The player gets a +1 to all knowledge-based rolls at this time to recall facts.  If the ghost has specific information about the topic at hand, the player could up the bonus to +2 or higher.  The Marshal could also use the blue chip power to give the player a "freebie" clue if they are particularly stumped on a problem. Of course this is an option for Marshal, after all, tough problems can stump even the best of spirits.

Legend Chip
Talk about friend's in high places.  If the player ponies a Legend chip, then the ghost actually concentrates hard enough to affect the physical world, slightly.  Maybe they steady the player's hand, just a bit when firing a weapon.  Or they might give the player a nudge so that the mutie's spear goes into their arm and not their heart.  The player may change the result of a die roll either up or down by one.  After this happens, the players ghost may not do anything for one full hour.  It's tough work being dead.


Child of the "Pockyclips" (5 Point Knack) by Matthew Wever-Uzelac

Judgment day had a strange effect on the world.  All sorts of supernatural energy was let loose upon the land.  The world was warped and changed in unimaginable ways.  The earth wasn't the only thing effected.  Armageddon changed people too.  Children born into this world started to exhibit traits that would help them survive this new world.  Maybe it was a change in the water, or perhaps it was the human specie's attempt to cheat Darwinism, but for whatever reason, these children are better suited to take the planet. Note: to take this knack, your waster must have the Kid or Young 'Un hindrance. 

White Chip
You know more about living in a hostile environment than a whole team of survivalist.  Whenever you throw down a white chip, you pass a survival roll to live off the land for one full 24 hour period. 

Red Chip:
Starvation has been your life-long companion.  If you throw a red chip, you do not suffer Wind loss due to food or water for a full 24 hours.

Blue Chip
You laugh at Three-Mile Island.  You snicker when Geiger counters go off.  For the price of a blue chip you take no damage from radiation (of any variety) for 1 whole hour.  This does NOT apply to the Radiation magic of doomsayers.

Legend Chip
Sometimes survival means is a matter of being unobtrusive.  By being perfectly still, and turning in a Legend chip, your kid essentially becomes invisible to an abomination.  Any undead creature or abomination will be unable to see your waster.  However this doesn't work on mortal bad guys like Doomsayers or Black Hats, and it doesn't work on regular (or even mutated) animals.  It's not so much that you become invisible, it's more like the beastie forgets you are there.
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