Tempus Videt Omnia I looked into time and heard it calling to me.

1
You possess superhuman senses and awareness.
Used by Alan Samuel Cole, Created by EvilRicktator.
( Your Unnatural Emerald Irises must be used or obviously visible while you are actively benefitting from this effect.)

Alan's irises, no longer a faint blue, are now brilliant emerald green, and seem to catch the light like they were jewels. When he uses his sight to react preeminently or trace the threads of time to catch clues he might otherwise miss, this spreads over his whole sclera and shrinks his pupil to a pinpoint, giving the look of actual gemstones in his eye sockets to the truly observant. Regardless, they look more haunted now.

A foolhardy attempt a a ritual beyond his skill gave Alan a glimpse of the infinity of time. His eyes have absorbed the emerald he used as a focus, and this has sharpened his perception of the world, as well as letting him glimpse the interactions of the timelines of himself and people and things around him. This event has strained his mind, however, and left him more susceptible to traumas from events around him.


You gain the following benefits as long as you have your Unnatural Emerald Irises.

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

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:

  • Constant Vigilance: You may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • Saw it Coming: Any time you attempt to dodge an Attack from someone lower than your position in Initiative, you may Exert your Mind to automatically succeed without a roll. You may use Source to make a Desperate Defense. There is still a maximum of one Desperate Defense per Round.
  • Can't Unsee: Any Trauma rolls you make are rolled at +2 Difficulty.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • If your Unnatural Emerald Irises 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.

Community Mythic Perception Gifts

You gain the following benefits at all times.

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

You also gain the following effects:

  • Clear-Sighted: If you see an illusion, disguise, or other false reality, you recognize it as such but cannot immediately see through it.
  • Constant Vigilance: You may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • Saw it Coming: Any time you attempt to dodge an Attack from someone lower than your position in Initiative, you may Exert your Mind to automatically succeed without a roll. You may use Source to make a Desperate Defense. There is still a maximum of one Desperate Defense per Round.
  • Seeing Double: The ranges of all your senses are multiplied by 2.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

On birds:
Zephyren has an almost abnormal fixation on bird metaphors. He thinks almost exclusively in them sometimes, but of course he wouldn't say it out loud. Sources are unclear on where he got it from, but it may have started from his Chinese given name. After Googling what it meant, he had gone into a deep rabbit hole looking at bird lore. He probably hasn't ever gotten out.

On perception:
He's always been perceptive, more so than others, much to his dismay. In the past he was the first to get bad vibes from a situation and walk away. Some part of him wonders if it's just a difference in opinion, but he knows that it usually isn't just that. The gap has only gotten bigger, and it really doesn't help quell his apathy for people.

On overstimulation:
It has always been a drawback; even having someone raise their voice at him was sometimes enough to send him into a spiral. (Not that the volume of one's voice had much effect, as opposed to the tone or expression.) He would immediately go into fight-or-flight, and every little thing would anger him to no end. He hates it. He knows this is why he doesn't like interacting with people, and he knows it's on him to control, but he would also like to be cut some slack. Every night he can hear the neighbours down the hall doing the devil's dance when no one else can. It's terrible.

On indifference:
Zephyren's solution is to shut himself into his little mindscape, behind layers and layers of disassociation. This is why he may appear quite unaware despite his sharp senses. It's the only way he can escape the noises in his head, as rude as it is to completely ignore people around him. Though, if you came close enough, he'll snap out of it immediately, albeit irritatedly.

You gain the following benefits at all times.

Your Perception rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).

Possession of this Power grants the following Trauma at all times: Phonophobia: When you hear an unexpected loud noise (such as a police siren passing by) or enter a loud environment, roll Self-Control to avoid entering a fight-or-flight response.

You also gain the following effects:

  • Constant Vigilance: You may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • Saw it Coming: Any time you attempt to dodge an Attack from someone lower than your position in Initiative, you may Exert your Mind to automatically succeed without a roll. You may use Source to make a Desperate Defense. There is still a maximum of one Desperate Defense per Round.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Toxic Codependency: You have every faith in your capabilities and everyone should know best to have you along. Roll trauma when someone denies your offer to accompany them into a potentially dangerous situation.

You gain the following benefits at all times.

Your Perception rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).

Possession of this Power grants the following Trauma at all times: Toxic Codependency.

You also gain the following effects:

  • Clear-Sighted: If you see an illusion, disguise, or other false reality, you recognize it as such but cannot immediately see through it.
  • Compensate: If any of your senses are suppressed, they may still be used for rolls at +2 Difficulty.
  • Constant Vigilance: You may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • Gut Feeling: You may roll Perception + Alertness Difficulty 7 to detect when someone is watching you remotely, even through supernatural means. Requires Outcome 4 or higher.
  • Saw it Coming: Any time you attempt to dodge an Attack from someone lower than your position in Initiative, you may Exert your Mind to automatically succeed without a roll. You may use Source to make a Desperate Defense. There is still a maximum of one Desperate Defense per Round.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as you have your Faded Crosshair Tattoo.

Your Perception rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).

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.

  • If your Faded Crosshair Tattoo 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.

On birds:
Zephyren has an almost abnormal fixation on bird metaphors. He thinks almost exclusively in them sometimes, but of course he wouldn't say it out loud. Sources are unclear on where he got it from, but it may have started from his Chinese given name. After Googling what it meant, he had gone into a deep rabbit hole looking at bird lore. He probably hasn't ever gotten out.

On perception:
He's always been perceptive, more so than others, much to his dismay. In the past he was the first to get bad vibes from a situation and walk away. Some part of him wonders if it's just a difference in opinion, but he knows that it usually isn't just that. The gap has only gotten bigger, and it really doesn't help quell his apathy for people.

On overstimulation:
It has always been a drawback; even having someone raise their voice at him was sometimes enough to send him into a spiral. (Not that the volume of one's voice had much effect, as opposed to the tone or expression.) He would immediately go into fight-or-flight, and every little thing would anger him to no end. He hates it. He knows this is why he doesn't like interacting with people, and he knows it's on him to control, but he would also like to be cut some slack. Every night he can hear the neighbours down the hall doing the devil's dance when no one else can. It's terrible.

On indifference:
Zephyren's solution is to shut himself into his little mindscape, behind layers and layers of disassociation. This is why he may appear quite unaware despite his sharp senses. It's the only way he can escape the noises in his head, as rude as it is to completely ignore people around him. Though, if you came close enough, he'll snap out of it immediately, albeit irritatedly.

You gain the following benefits at all times.

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

Possession of this Power grants the following Trauma at all times: Phonophobia: When you hear an unexpected loud noise (such as a police siren passing by) or enter a loud environment, roll Self-Control to avoid entering a fight-or-flight response.

You also gain the following effects:

  • Clear-Sighted: If you see an illusion, disguise, or other false reality, you recognize it as such but cannot immediately see through it.
  • Constant Vigilance: You may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • Saw it Coming: Any time you attempt to dodge an Attack from someone lower than your position in Initiative, you may Exert your Mind to automatically succeed without a roll. You may use Source to make a Desperate Defense. There is still a maximum of one Desperate Defense per Round.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Mythic Perception Gifts

You gain the following benefits at all times.

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

You also gain the following effects:

  • Constant Vigilance: You may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • Can't Unsee: Any Trauma rolls you make are rolled at +2 Difficulty.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.