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Human Gifts

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Gift progression in Opaline: The Veiled is earned through roleplay, not granted automatically. At character creation, players select two low-level gifts to define their starting capabilities. As characters develop through in-depth, story-driven roleplay, players may submit their progression to the Storytellers for review; upon approval, they unlock two medium-level gifts, and later, two high-level gifts following further supported progression. At the highest level of play, a character may possess a total of six gifts, reflecting their growth and narrative journey.

Beta Testing Note: HUD, mechanics, and protocol may change during the beta testing phase.

LOW‑LEVEL GIFTS

 

IRON NERVES (Low)

Type: Passive

Usage: Always ON

Effect: Humans can force themselves to act even when fear should shut them down.

Limitations:  The character resists supernatural fear and intimidation effects.

Examples
- standing ground against monsters
- resisting fear auras
- maintaining focus under pressure

Attributes: constitution

COMBAT TRAINING (Low)

Type: Passive

Usage: Always ON

Effect:  Disciplined technique improves both offense and defense

Limitations:  

Examples
- cleaner strikes
- better guard positioning
- reacting to attacks

Attributes: constitution

SITUATIONAL AWARENESS (Low)

Type: Passive

Usage: Always ON

Effect:  The character is constantly scanning their environment

Limitations:  They notice movement, danger, and subtle changes quickly. 

Examples
- spotting ambushes
- noticing hidden threats
- tracking movement

Attributes: intelligence

STREET INSTINCTS (Low)

Type: Passive

Usage: Always ON

Effect:   Honed survival sense from living in dangerous environments.

Limitations:   They read people and situations quickly

Examples
- sensing trouble before it starts
- detecting deception
- navigating hostile areas

Attributes: intelligence

Adrenaline Rush (Low)

Type: active

Usage: limited use

Effect:    The body floods with adrenaline in life-or-death moments

Limitations:    Temporary burst of strength and speed.

Examples
- escaping danger
- pushing through exhaustion
- landing desperate hits

Attributes: Strength 

Improvised Weapon (Low)

Type: active

Usage: limited use

Effect:     Anything can be a weapon if you’re desperate enough.

Limitations:    The character weaponizes their surroundings effectively.

Examples
- using bottles, pipes, tools
- turning objects into weapons mid-fight

Attributes: intelligence

medium‑LEVEL GIFTS 

Tactician (medium)

Type: passive

Usage: always active

Effect:   The human reads the battlefield and directs others

Limitations:    They understand positioning and timing in combat.

Examples
- controlling space
- anticipating enemy movement
- creating openings

Attributes: intelligence

Monster Hunter (medium)

Type: passive

Usage: always active

Effect:   Knowledge of supernatural creatures becomes a weapon

Limitations:    They understand weaknesses and behavior patterns.

Examples
- exploiting vampire habits
- predicting werewolf aggression

Attributes: intelligence

Pain Tolerance (medium)

Type: active

Usage: limited use

Effect:   The character functions despite serious injury.

Limitations:     They ignore pain long enough to keep going.

Examples
- fighting while wounded
- staying mobile after heavy hits

Attributes: constitution

Quick Hands (medium)

Type: passive

Usage: always active

Effect:   Speed and precision in close combat.

Limitations: The character reacts faster than most opponents.

Examples
- drawing weapons quickly
- striking before others react

Attributes: dexterity

Steady Aim (medium)

Type: passive

Usage: always active

Effect:   Calm, controlled precision under pressure.

Limitations: The character excels at accurate attacks.

Examples
- landing precise shots
- targeting weak points

Attributes: constitution

target read (medium)

Type: passive

Usage: always active

Effect:    The human studies opponents mid-fight.

Limitations:  They begin predicting behavior and patterns.

Examples
- anticipating attacks
- identifying habits

Attributes: intelligence

Intuition (medium)

Type: passive

Usage: always active

Effect:   Some humans are more sensitive to the supernatural

Limitations:  Cannot indentify specific supernatural lineages 

Examples: Cold Chill, Hair stands on end, unsettled feeling. 

Attributes: wisdom

 

high‑LEVEL GIFTS 

 

Last Stand (high)

Type: active

Usage: limited use

Effect:   When pushed to the brink, humans become extremely dangerous.

Limitations:   Desperation fuels strength and aggression.

Examples
- fighting at critical health
- delivering powerful final blows

Attributes: strength

Hunter’s Focus (high)

Type: active

Usage: limited use

Effect:   The character locks onto a single target with relentless intent.

Limitations:   They become extremely effective against that target

Examples
- adapting to movement
- exploiting weaknesses

Attributes: constitution

Unbreakable Will (high)

Type: active

Usage: limited use

Effect:   The human mind refuses to bend.

Limitations:   They resist domination, fear, and control.

Examples
- resisting vampire control
- ignoring mental pressure

Attributes: constitution

Resourceful (high)

Type: active

Usage: limited use

Effect:   Humans always find a way.

Limitations:   They adapt quickly to unexpected situations.

Examples
- using environment creatively
- solving problems under pressure

Attributes: constitution

Preparation (high)

Type: active

Usage: limited use

Effect:   Given time, humans become extremely dangerous.

Limitations:   They enter situations with a clear advantage

Examples
- setting traps
- planning encounters
- anticipating threats

Attributes: charisma

Relentless Pursuit (high)

Type: active

Usage: limited use

Effect:   Humans don’t stop once they start hunting.

Limitations:   They track and pressure targets with persistence.

Examples
- chasing fleeing enemies
- maintaining pressure over time

Attributes: constitution

Field Medic  (high)

Type: active

Usage: limited use

Effect:   Rendering quick aid to those in need. 

Limitations:   Must work within human capabilities

Examples: point of injury intervention,  

Life saving measures (CPR)- Chest tube),

Vitals and Triage

Attributes: intelligence

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