Bowman

1
You possess an augmented or inhuman body.
Used by Alfianati (Alfie) Elyffryian, Created by August.
(Your specific augmentation must be physically visible in some way, but it does not need to make you appear outwardly monstrous or socially unacceptable. )

Alfie, a creature known as an elf, known for their intelligence and their arrogance, she can also form a magical bow out of her left arm as her magic forms and wraps around her arm as a bow


You gain the following benefits at all times.

You are permanently and visibly transformed: Large knife like ears and long green hair. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1 and your Intellect is increased by 1.

You no longer age naturally, and supernatural attempts to age you fail.

You may make a +2 Weapon Damage Magic bow (Bow (Dex+Archery)) and Fire storm (Assault rifle (Dex+Occult)) attack without additional equipment.

Possession of this Power grants the following Battle Scar: Wheezing.

Possession of this Power grants the following Trauma at all times: Delusions of Grandeur and Schizophrenia You have trouble discerning what is real and what isn’t sometimes; at least once a day the GM fabricates a false reality for you–should you interact with this false reality in a major way you may roll Self Control to discern it. Whenever you majorly encounter something weird, unusual, extraordinary, supernatural, or otherwise pivotal: roll Self Control–on a failure, you believe them to be a false reality, and will act accordingly..

The Severity of any Injury caused by pure iron is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Community Passive Gifts

You gain the following benefits at all times.

You have 2 Armor, which reduces incoming damage from all sources of physical attack except Glass. Armor from multiple sources does not stack.

You may Exert your Mind and spend an Action or Reaction to double your armor rating for the Round.

You gain the following benefits as long as you have your eyes, which glint a slight pink when she uses this effect.

Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).

Possession of this Power grants the following Trauma at all times: Anti-Social - You struggle with engaging in social situations. (In order to attempt to get someone's attention or to speak to someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed another Self-Control roll or Exert your Mind to avoid fleeing or shutting down).

If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

You also gain the following effects:

  • Honest Eyes: Your word is accepted as honest so long as you are speaking the truth as you understand it. You can always tell if someone telling a lie without making a roll, though you may not know what they are concealing
  • Me, an Empath: You have an intuitive understanding of the emotional state of any Animate being within 30 feet. Once per person per day you may roll Charisma + Influence to learn what things they respect or disrespect in others.
  • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.

  • On its own, your empath abilities do not allow you to detect lies.
  • A "social gathering" might include a birthday party, after-work drinks, a ski trip, or yoga in the park, among other things. It likely would not include a cult gathering to summon a demon, Congressional negotiations over a contentious bill, etc.
  • If your eyes, which glint a slight pink when she uses this effect is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

The effects of Causal Diction on a passive level can be used to help the user communicate with other beings on a level of mutual understanding. It is less through words themselves and more through emotion that a connection is made. The user becomes more in tune with the fundamental cause and effect of the universe. Which in turn allows them a unique insight into the inner machinations of animate and non-sapient beings.

You gain the following benefits at all times.

You may understand and communicate to Creatures as if you are fluent in a relevant language.

  • Communing with creatures does not grant them intellect but does allow you to converse with them.

You gain the following benefits at all times.

You are permanently and visibly transformed: Clownform. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.

Your appendages can reach an additional 30 feet.

You can squeeze through any cracks and passageways a cat would be able to.

Possession of this Power grants the following Battle Scar: Creepy: All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar and Swelling: Your limbs are grotesquely swollen and ungainly. You make all Dexterity rolls at +1 Difficulty.

Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.

The Severity of any Injury caused by joke, toy, or fake weapons is increased by 2.

  • You may stretch or retract your limbs once per Round on your Initiative.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You have 4 Armor, which reduces incoming damage from all sources of physical attack except Water. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.

When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.

Stock Passive Gifts

You gain the following benefits at all times.

Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..

You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

You no longer age naturally, and supernatural attempts to age you fail.

Your Injuries no longer degrade with time.

The Severity of any Injury caused by electricity is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • Gifted: You get +3 dice on any rolls related to medical care as long as you are performing treatment near the site of a battle.
  • Sterile: Sanitary conditions no longer matter during medical care. Your patients will never suffer an infection or toxic shock during treatment, even if you are performing surgery in a sewer. You may preserve harvested body parts indefinitely.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.

Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.

You gain the following benefits at all times.

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