Cerebrawl "Shadow boxin' when I heard you on the radio / Uuh, I just don't know / What made you forget that I was raw?" LL Cool J, 'Mama Said Knock You Out'

4
Requires Seasoned
You possess superhuman hand-to-hand combat ability.
Used by Bo Perkins, Created by BobDylan530.

Sheriff Bo Perkins' phantom limb is a deadly blue blur on the battlefield, deflecting attacks right and left, without risk of being easily damaged.


You gain the following benefits as long as Only applies to phantom limb.

Your unarmed attacks do +1 additional Damage to any targets you hit, and Brawn no longer acts as Armor against them. Armor is reduced to 1/2, rounded up against this damage.

You also gain the following effects:

  • Armored Fist: You may attack any material without fear of self-injury, and you may Clash with or Defend against any melee weapons.
  • Ghost Wrangler: You may grapple incorporeal, liquid, or gaseous entities.
  • Precision Strikes: You may use Dexterity instead of Brawn on your attack rolls.
  • Transcendence: You may Exert your Mind and Spend a Free Action to Defend against any number of incoming Attacks directed at you this round.


You are viewing an old version of this Gift.
To view the most recent version Click Here

Revision purchased with:
Improvement from House Games of yore spent on improving power: Cerebrawl
Revision purchased with:
Improvement from House Games of yore spent on improving power: Cerebrawl
Improvement from House Games of yore spent on improving power: Cerebrawl
Revision purchased with:
Gift from House Games of yore spent on improving power: Cerebrawl    (since refunded)
Gift from House Games of yore spent on improving power: Cerebrawl    (since refunded)
Revision purchased with:
Improvement from House Games of yore spent on changing power: Cerebrawl    (since refunded)
Revision purchased with:
Gift from House Games of yore spent on improving power: Cerebrawl
Gift from House Games of yore spent on improving power: Cerebrawl    (since refunded)
Gift from House Games of yore spent on improving power: Cerebrawl    (since refunded)

Community Passive Gifts

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 engaged in combat with a Blade.

+2 dice to all rolls with a Blade. You may Defend against firearm attacks from any range using a Blade.

You also gain the following effects:

  • Dismember: If one of your attacks causes a Battle Scar, you may choose for it to be some form of dismemberment, depending on the Severity of the Injury you caused.
  • Grip Discipline: You cannot be disarmed against your will by Minor, Major, or Severe Battle Scars, physical Actions, environmental conditions, botches, or Effects. Your weapon may still be destroyed.

You gain the following benefits at all times.

Your Brawn rating is increased by 1. 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).

You also gain the following effects:

  • Heavy Hitter: Successful attacks made with Brawn will either knock your target back Outcome x 5 feet, or knock them down to the ground. Choose which effect the attack will have prior to rolling for it.
  • Tough: You gain Armor equal to half your Brawn rating. This Armor cannot be penetrated and protects against falling Damage.

  • Armor from multiple sources does not stack. Instead, the highest is used.
  • 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.

  • Thermal: You are able to "see" heat signatures within your line of sight.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

You gain the following benefits as long as you have your robot eyes 3x.

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:

  • 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.
  • 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 robot eyes 3x 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.

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 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 as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.

You receive +2 dice to any rolls to pilot a vehicle.

You also gain the following effects:

  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.

You gain the following benefits at all times.

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

You also gain the following effects:

  • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.
  • The Price Of Fame: Any sightings or recordings of your activity can easily be traced back to you. Even when disguised or using an alias, people always get a Perception check to recognize you.

  • A "social gathering" might include a birthday party, after-work drinks, a ski trip, or yoga in the park, among other things. It likely would not include a cult gathering to summon a demon, Congressional negotiations over a contentious bill, etc.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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.