The Veil "Y̷̯͊̿̄̈́͂̎͝͝ŏ̵̧̡̨̙̖̥͂͌̈͜û̷̬̠̥̟̫͖̯͋̑́̽ ̴̡̨̡̛͓̪̳̲̼͙̋̊́͒͊̆́̉̓͂͜͝͝͝d̷̨̛͖̤͕̞̠̟̤͙̟͐̿̎̀͆̀̎͒̆̑̏͐̋͘o̴̢̢͇̦̤̘̪͓͂n̴͕̣͉̱̺̮̜̓̍̀̍͊͛̉̌͗͜͝'̷̢̘͇̖͚̝̂̽͆̅̉̾̔̓̐̍͂̚̕͝͝t̷̛̤͖̤̮͓̥̖͔͓͖̻͖͚̗̀̋̈́̈́̓̒͊̔̇̏̉͘͝ͅ ̴̨̨̛͍̼̩̬̜̼̺͓̼̜̟͙͙̾̊͊̂̈́̕͝w̸̨̨̲̩̻̤̭̩̝̹̰͇̓̽̅̆̒͑̐͘͘á̵̡̝͚͉̠̜͚͚̯̘̦͓̣n̴̯̱̖̭͋͐̓t̶̢͕̣̘̜̦̖̙͖͎̂̉̋̅͑͐̆̂͑̈̌͊͠ ̵̝͈̬́̐̅̍t̴̨̯̘̙̥̫͍̹͔͖̔͛͋̑̀̅͑̌͊̋͝o̸̢̤̟̗̖̝̝̙̘̍͂̑̽͜͠ ̴̧̤̥̗͙̳͙̲̞̦̹͖̪̙̊̂̀͆ͅs̷̼͇͕̱͚̞̣̻̥̬̳̃̃̿̓̓͋̎̉͆̒ȅ̴̦̗̪͙͓͚͍̟̄e̷̡̝͚̤͚̮̦̬͙̦̍͜ ̶̝̖͍̥͕̮̜̟̤͈͓̫̈́͐̀̔͆͑́͂̈́́̇̚͜ͅb̸̢̢̜̳̞͍͈̝̈ͅę̵͔̙͍̞̮̼̬̪̣̞̐ͅͅh̵̛͎̬̹̀̈́̇̄͂͗́́̆͠͠i̸̜̹̽n̵̥̼̯̞̓̐d̷̞̜̯̩̅̾̅͊̍̿͒͂ ̷̡̯̽͐t̷̛͇̼̱̼̳̉̂͂͌́͜h̵̨̨̨̤͈̗̭̫̦̯͓͍̥̼̟͘ẹ̶̢͓͕̤̤̭͖̦̟̺̟͍͊͂̾͗̇̉̓̾͘͝ ̶̧͎̖͔͈̻͈̃̊͜v̶̢̲̝̠͙̫̣̥͑̒̃̒̚̕͝ē̶̡̼̣̘̦̊̌̌͗̔̓͌̊́̐͝i̶̛̛̩͖̯̫̿͊̏̐̎́͝͝l̷̮͇̗͖͉͕̫̾́͛̉̇͐̋̕͝ͅ.̴͕̥̦͍͍͕̫̫͎̮̬͐̂̓̎̑̊̈́̿͑̀͝͝ͅ.̷̗̱̦͛̀̊̾̚.̵̣̞̔͆̓̈́̈́͆͐́̎̀͜"

1
Requires Seasoned
(This Effect may or may not be obviously Alien when used.)

arthjgk


You gain the following benefits at all times.

You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Sight:You are completely obscured from sight. All attempts to detect you via sight fail. Attempts via other senses where sight would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

This Gift does not affect your clothes or equipment.

Possession of this Power grants the following Battle Scar: Terrifying Visage - You are off-putting at best. (All Social Rolls not reliant on fear are at +1 Difficulty. The Beatiful Asset is suppressed as long as this Battle Scar persists).

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Community Passive Gifts

You gain the following benefits at all times.

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

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at half your normal movespeed.

You gain the following benefits at all times.

Any Injury you receive from a source other than Ouro heals quickly, reducing its Severity by one level each hour. 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 Ouro 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 gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a garrote.

Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.

Your extra appendage can stretch to reach an additional 30 feet.

Your appendage has a grip that is hard to shake. You may attempt a grapple with only your Extra Appendage at no penalty.

Possession of this Power grants the following Trauma at all times: He hears the voice of Ouroborus beleiving the end is coming.

Your Extra Appendage is incapable of fine object manipulation.

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

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your 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.

You gain the following benefits at all times.

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

  • Purge Toxins: You may take a Severity-1 Injury to cancel the effect of any non-Alien drug, poison, or toxin in your system, as long as you are aware of its existence.
  • Total Immunity: You are immune to all diseases, venoms, and toxins, including Alien ones.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

Stock Passive Gifts

You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.

You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

You may turn this Effect on and off at will during its duration.

Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

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 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:

  • In-Network Coverage: Any rolls to provide medical treatment to you are performing treatment near the site of a battle, including Effect activations, receive +2 dice.
  • 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 at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

  • This Effect’s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.

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

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.
  • This Effect’s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.