Fiendish Vigor Burn away the pain.

2
Requires Novice
You possess the ability to rapidly heal yourself.
Used by Ky Matranaga, Created by Monday.
(This Effect has no explicit visibility requirement.)

Ky's devil physiology has adapted and evolved to retake its form when damaged. Injuries Ky take appear to burn and self-cauterize when he receives them, emitting a faint black smoke which remains until the wound has healed.


You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.


Community Passive Gifts

You gain the following benefits as long as only works for the scent of flesh and blood..

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.

You gain the following benefits as long as you are Rich. and you are wearing this Artifact.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.

You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1).

Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: disfigured. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: you must make a nightmare roll every time you drink blood. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Any Injury inflicted is considered Unstabilized no matter its Severity. The roll required to Stabilize it is treated as though it is a minimum of Severity 6. These wounds do not heal naturally, though Effects may still be used to heal them.
  • Brutal Strikes: If your attack inflicts a Battle Scar, you may choose which of the appropriate-severity Battle Scars the target suffers. If it causes a less severe Injury, you may inflict a Minor Battle Scar of your choosing.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits at all times. You must actively and obviously be using a music player to gain the benefits of this Effect.

You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Been There, Done That: If you succeed a Mind resistance roll, subsequent attempts to use that same Gift or supernatural ability on you for the next day will fail.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

You gain the following benefits at all times.

Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.

Stress from Injuries acts as a dice bonus instead of penalty.

Stock Passive Gifts

You gain the following benefits as long as engaged in combat with wooden longbows.

You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Bullseye: If you are not making an attack or activating an Effect, any projectile you fire will be considered a complete success without needing to make a roll.

You gain the following benefits at all times.

Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.

Injuries you receive from silver or fire. are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Amphibious: You are able to move about in liquids using standard Movement rules rather than any special swimming rules.

You gain the following benefits as long as you are submerged in water.

You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.

You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.

  • In lieu of sleeping, once per day you may spend one hour meditating to recover a Mind Damage.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.