The Veil "YฬทอออŠฬฟฬ„อ„อ‚ฬŽฬฏoฬตฬ†อ‚อŒฬˆฬ™ฬงฬกฬ–ฬฅฬจอœuฬทฬ‚อ‹ฬ‘ฬฬฝฬฌฬ ฬฅฬŸฬซอ–ฬฏ ฬดฬ‹ฬŠออ’อŠอฬ†ฬฬ‰ออƒอ‚ฬ›ออ“ฬชฬกอœฬณฬจฬฒฬผฬกอ™dฬทออ˜ฬฟฬŽฬ€อ†ฬ€ฬ›ฬŽอ’ฬ†ฬ‘ฬอฬ‹อ–ฬคอ•ฬžฬ ฬจฬŸฬคอ™ฬŸoฬดอ‚อ‡ฬฆฬคฬ˜ฬชฬขอ“ฬขnฬดออƒฬฬ€ฬอŠอ›ฬ‰ฬŒอ—อ•ฬฃอ‰ฬฑฬบฬฎอœฬœ'ฬทฬ‚ฬฝอ†ฬ…ฬšฬ‰ฬพฬ”อฬ“อฬ•ฬฬอ‚ฬ˜ฬขอ‡ฬ–อšฬtฬทฬ€ฬ‹ออ˜อ„อ„ฬ“ฬ’อŠฬ›ฬ”ฬ‡ฬฬ‰ฬคอ–ฬคฬฎอ“ฬฅฬ–อ”อ“อ–ฬปอ–อ…อšฬ— ฬดอฬพฬŠอŠฬ‚ฬ›อ„ฬ•อฬผฬฉฬฌฬœฬผฬจฬบอ“ฬผฬจฬœฬŸอ™อ™wฬธฬ“ฬฝฬ…ฬ†ฬ’อ˜อ˜อ‘ฬฬฒฬฉฬปฬคฬญฬจฬฉฬฬจฬนฬฐอ‡aฬตฬฬอšอ‰ฬ ฬœอšอšฬฏฬ˜ฬฆฬกอ“ฬฃnฬดอ‹ออƒฬฏฬฑฬ–ฬญtฬถฬ‚ฬ‰ฬ‹ฬ…อ‘ออ ฬ†ฬ‚อ‘ฬˆฬŒอŠอ•ฬฃฬ˜ฬœฬขฬฆฬ–ฬ™อ–อŽ ฬตฬฬฬ…ฬฬอˆฬฌtฬดฬ”อ›อ‹ฬ‘อฬ€ฬ…อ‘ฬŒอŠฬ‹ฬฏฬ˜ฬ™ฬฅฬซอฬนฬจอ”อ–oฬธฬอ‚อ ฬ‘ฬฝฬคฬŸฬ—ฬ–ฬฬฬ™ฬขอœฬ˜ ฬดฬŠฬ‚อ€อ†ฬคฬฅฬงฬ—อ™ฬณอ™ฬฒฬžฬฆฬนอ…อ–ฬชฬ™sฬทฬƒฬƒฬฟฬ“อƒอ‹ฬŽฬ‰อ†ฬ’ฬผอ‡อ•ฬฑอšฬžฬฃฬปฬฅฬฌฬณeฬดฬฬ„ฬฆฬ—ฬชอ™อ“อšอฬŸeฬทฬฬอšฬคอšฬฎฬกอœฬฆฬฌอ™ฬฆ ฬถอ„ออ€ฬ”อ†ฬšอ‘ออ‚อ„อฬ‡อœฬฬ–อฬฅอ•ฬฎฬœฬŸฬคอˆอ“อ…ฬซbฬธฬˆฬœฬณฬžออ…อˆฬฬขฬขeฬตฬอ”ฬจฬ™อฬžฬฎฬผฬฌฬชฬฃฬžอ…อ…hฬตฬ€อ„ฬ›ฬ‡อ ฬ„อ‚อ—อฬอ ฬ†อŽฬฌฬนiฬธฬฝฬœฬนnฬตอƒฬฬฅฬผฬฏฬždฬทฬ…ฬพฬ…อŠฬฬฟอ’อ‚ฬžฬœฬฏฬฉ ฬทฬฝอฬกฬฏtฬทฬ‰ฬ‚อ‚ฬ›อŒฬอœอ‡ฬผฬฑฬผฬณhฬตอ˜ฬจฬคอˆฬ—ฬญฬซฬฆฬฏอ“อฬจฬจฬฅฬผฬŸeฬถอŠอ‚ฬพอ˜อ—อฬ‡ฬ‰ฬ“ฬพฬฃอ“อ•ฬคฬคฬญอ–ฬฆฬŸฬบฬŸอฬข ฬถฬƒฬŠอŽฬ–อ”อˆฬปอˆฬงอœvฬถอ‘ฬ’ฬšฬƒฬ’อฬ•ฬฒฬขฬฬ อ™ฬซฬฃฬฅeฬถฬ„ฬŠฬŒฬŒอ—ฬ”ฬ“ออŒฬŠฬฬฬกฬผฬฃฬ˜ฬฆiฬถอฬ›ฬฟออŠฬฬฬ›ฬŽอฬฉอ–ฬฏฬซlฬทฬพอออ›ฬ‰ฬ‡อฬ‹ฬ•ฬฎอ‡ฬ—อ–อ‰อ…อ•ฬซ.ฬดอออฬ‚ฬ“ฬŽฬ‘ฬŠอ„ฬฟอ‘อ€อ•ฬฅฬฆอออ•ฬซอ…ฬซอŽฬฎฬฌ.ฬทอ›ฬ€ฬŠฬšฬพฬ—ฬฑฬฆ.ฬตฬ”อ†ฬ“อ„อ„อ†อฬฬŽฬ€อœฬฃฬž"

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 as long as you are wearing this Artifact.

You may understand and communicate to Creatures and humans 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.
  • The target of "human" refers to any target that speaks a human language.

These nanites are special nanites that through advanced research and technology, takes the spot of certain cells. it perfectly recycles the cells within the body, creating what is considered impossible, a infinite energy loop cycle. The pendant acting as a central motherboard. When the pendant is removed, the nanites in the body deactivates.

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

You no longer require any food, water, or sleep in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.

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

You gain the following benefits as long as engaged in combat with upgraded guns.

+2 dice to all upgraded guns rolls.

You also gain the following effects:

  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.
  • Swift Shooter: You may move your full Dash distance and make an attack without a movement penalty in the same Round of combat.

'These have one mind, and shall give their power and strength unto the beast.'
t. The Kings of Babylon

You gain the following benefits at all times. You must actively and obviously be using a 1611 KJV Bible to gain the benefits of this Effect.

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

This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.

Possession of this Power grants the following Trauma at all times: Nicotine Addiction.

  • The target of "human" refers to any target that speaks a human language.
  • When reading written communications, you get no information beyond what the writer was intending to communicate.

You gain the following benefits at all times.

You are permanently and visibly transformed: a robot. You are considered to be a Sapient, Non-Living Computer when targeted. Your Perception is increased by 1 and your Intellect is increased by 1.

No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.

Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.

Possession of this Power grants the following Battle Scar: Doll Joints - Your limbs are ball-jointed and prone to catching. Whenever one takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it.

You cannot ignore or decrease the effects of Stress for any social rolls you make.

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

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • 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.

Stock Passive Gifts

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 at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every day. 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 may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.

Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.

You gain the following benefits as long as you are in werewolf form.

You have 4 Armor, which reduces incoming damage from all sources of physical attack except silver. 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.

You gain the following benefits as long as engaged in combat with firearms made in your home country.

+2 dice to all firearms made in your home country rolls.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

You gain the following benefits at all times.

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 treating an Injury.

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