Finger of the Omnissiah

1
You possess tolerance to pain and distractions.
Used by Luke Cage, Created by rustoutlaw.
(This Effect may or may not be obviously Alien. You must actively and obviously be using Finger of the Omnissiah.)

A cybernetic prosthesis that replaces the index finger, a biomechanical relic engineered from damascened orichalcum layered over carbon-shielded tungsten, embedded with a rotating matrix of self-replicating circuits and microscopic gears modelled after Heronian pneumatics allowing blood to flow. Its joint casings resemble miniature Roman arches, each housing magnetic servos that emit a faint, harmonic vibration calibrated to stellar drift, and a obsidian fingernail. Glyphs resembling a fusion of Arabic script, lauburu spirals, and machine-readable code scroll across its surface in response to proximity with encrypted or anomalous data.


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

Your Stress from Injuries and Mind Damage is reduced to 0.

You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.

If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.

Possession of this Power grants the following Battle Scar: Finger of the Omnissiah.

Possession of this Power grants the following Trauma at all times: Visions of Machines.


Community Passive Gifts

You gain the following benefits at all times.

Your Intellect rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Re-Think: You may wait until after all relevant rolls have been made to decide whether to Exert your Mind and get +1 to the Outcome. If Exerting would have caused you to ignore your Stress and roll more dice, you may roll that many additional dice as well.

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

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

Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.

Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).

If you go a round without using your Movement, you immediately collapse and must remain immobile and resting for the same duration of time you previously spent moving.

  • The time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

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

+2 dice to all firearms rolls.

You also gain the following effects:

  • Swift Shooter: You may move your full Dash distance and make an attack without a movement penalty in the same Round of combat.

You gain the following benefits at all times.

You are permanently and visibly transformed: Ifrit. You are considered to be a Sapient, Non-Living being when targeted. Your Charisma 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.

You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)

Your appendages have 30 feet of reach.

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

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

  • 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.
  • Your heat resistance does not extend to your equipment. Fire does not degrade this effect over time.
  • You may stretch, retract, or move your limbs 30 feet once per Round.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

This power was sealed inside her, alongside the repressed memories of how her parents were slaughtered. However while the pain remains Medusa has given Seraphine the courage to embrace it as part of herself.

You gain the following benefits at all times.

Your Brawn rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).

Possession of this Power grants the following Trauma at all times: Nightmares: death of parents.

You also gain the following effects:

  • Absorb: As you are receiving an Injury, you may Exert your Mind to reduce its incoming Severity by your rating in Extra Brawn.
  • Beast of Burden: You may now carry up to your lifting and hauling capacity without suffering an encumbrance penalty or needing to Concentrate. You do not tire from extended physical activity.

  • 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.

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.

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

You also gain the following effects:

  • Brilliant Deduction: You may spend five minutes pondering an enigma, puzzle, or mystery, and roll Intellect at Difficulty 8. Success will reveal a clue or other tidbit that you have otherwise missed. Limit once per enigma.
  • Insufferable Know-It-All: Any social rolls you make are at +1 Difficulty, and if someone else can answer an informational question or solve a puzzle before you do, make a Trauma roll. The Difficulty of this Trauma roll cannot be reduced by any means.

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

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a cricket chirp to “ping” with your echolocation each Round you wish to use it.

You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.

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.