Unbounded "As now I have command over my mortality"

1
Requires Seasoned
You possess the ability to come back to life.
Used by Larry Augustes Bartholomew Junior, Created by BenGre24.
(While "dead," you appear to be hanging onto life when investigated. )

If the attacker wishes to kill the user then they must bargain with death through to kill this person


You gain the following benefits as long as When being attacked by someone he hates.

If you would take an Injury that would kill you, you donโ€™t die. Instead, you survive in an Incapacitated state. While incapacitated, you can take one Action per minute, starting one minute after you were incapacitated. This state lasts for the next hour, at which point you fully return to life.

If, while you are unconscious, your wound level rises above your rating in Body + twice your Charisma, or if you take an Injury with Severity greater than twice your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

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

  • Actions taken while incapacitated are taken at a full penalty unless you have a relevant penalty reduction.

Community Passive Gifts

This was a bit of an odd one. Bluedo went to visit the shaman, as was his custom, and the shaman instead of just teaching him things had him wear a leaf loincloth and go prancing in the woods. This was very strange, but Bluedo followed the instructions with minimal question, and somehow as he did so he felt...freer. When he got back to the shaman after dancing around for a couple hours, the shaman had him focus on a couple things and lo and behold, he found he could lift things with his mind! How all these things connect, he has no idea.

You gain the following benefits at all times.

You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Heavy Lifting: You may Exert your Mind to increase your Mental Strength by 4 for the next non-combat action you take with this Effect.
  • Reactions: You cannot use a Reaction telekinetically.
  • Line of Sight: You may use this Effect on targets which are out of sight, provided you have an understanding of their location.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.

  • Using this Effect on targets which you cannot see will not give you any descriptive information about their location or surroundings, though you will have a sense of whether or not you are โ€œtouchingโ€ them, or if they bump into something.
  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

You gain the following benefits at all times. You must actively and obviously be using Cleric Class card to gain the benefits of this Effect.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • 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.
  • Surgeon Extraordinaire: You may perform any mundane surgery without inflicting or worsening an Injury, and recovery time is reduced to an hour.

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

You gain the following benefits as long as you are engaged in combat with Cards.

+2 dice to all rolls utilizing Cards.

You also gain the following effects:

  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated.
  • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
  • Junk Wolf: Thrown attacks with improvised thrown weapons deal +3 Weapon Damage.
  • Yeet!: You can throw things up to 100 extra feet per point of Brawn with no penalty. Anything thrown further than 100 feet will not land at its target until the next Round on your initiative.

You gain the following benefits at all times.

Your Body and Mind Penalties are reduced to 0.

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

You no longer require any food or water in order to survive.

Stock Passive Gifts

You gain the following benefits at all times.

Any Injury you receive 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.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so 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 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. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

Any Battle Scars that affect or remove your additional limb will heal in a single week.

You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.

Your Extra Appendage is incapable of fine object manipulation.

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

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

  • Survivor: You are immune to all non-Alien diseases.
  • All Brawn No Brain: You suffer a -2 dice penalty on Mind resistance rolls.

  • 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.

You gain the following benefits as long as the attacker isn't important enough to have a name.

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

  • This Effectโ€™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 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.