Tribe gifts: Part 2#987
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…o tribe-gifts-2
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About The Pull Request
Part 2/3 of tribe gift prs before all of them are filled out. This already has alot of them so im atomizing a little.
Children of Gaia
Jam Weapon
TEMPORARY WILLPOWER. 1 Gnosis. makes every nearby mob unable to use "weaver-born" weapons. difficulty is based on highest nearby willpower
Glasswalkers
Control Simple Machines
MANIPLUATION + CRAFTS. 1 Willpower. Highlights nearbly "simple" machine and lets you do a handful of interactions (infinite feature coding i had to cut myself off on so its as little slim rn)
2026-04-29.20-10-15.mp4
Red Talon
Hidden Killer:

INTELLIGENCE + LARCENY. Clears any blood with your dna, and and blood or fingerprints from you on any atoms nearby.
Shadow Lords
Aura of confidence (so minor i gave them a second one)
Fatal Flaw
PERCEPTION + EMPATHY. Roll to spot a "weakness" which grants you a bonus dice on any attack on them for a scene
Silent Striders
Speed of Thought
1 Gnosis. Double run speed for 1 scene
BSD
Bane Protector
STAMINA + LEADERSHIP. 1 Rage. Lets you tame any bane OR summon one if you do not target one. The summoning will prob be phased out when banes are a more common occurance
Why It's Good For The Game
2/3s of tribes not having any features is bad acctually.
Changelog
🆑 FalloutFalcon, Major00
add: Adds new gifts: Jam Weapon (Children of Gaia), Control Simple Machine (Glasswalker), Hidden Killer (Red Talon), Aura of confidence & Fatal Flaw (Shadow Lords), Speed of Thought (Silent Striders), Bane Protector (BSD)
add: Adds some little lesser banes
qol: powers that spend willpower log it to chat
qol: removes pointless to_chat that just says "you cast gift" as most have better built in feedback
image: "Tribe gifts: Part 1" gifts now have unique icons
code: adds signal that code can hook onto to change bonus dice of rolls
/:cl: