Natural Genius

1
You possess superhuman wits and insight.
Used by Dr Jack Varius, Created by Anonymous_Anomaly.
( )

You are a jack of all trades, if you really try you can be skilled in almost any field of expertise however you cannot surpass someone who was specialised in that area


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:

  • Push Through It: When you Exert your Mind to ignore Penalty and gain +1 to your Outcome, it lasts for 3 Rounds.
  • 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 Penalty and roll more dice, you may roll that many additional dice as well.
  • 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.


Community Passive Gifts

"Being reactive is a mistake, letting your opponent take the initiative, box you - it is the equivalent of handing them the role of a butcher while dawning the mantle of a scared little lamb - sufficed to say you'll end up on their dinner plate by the end of the day - use your head instead, don't solely rely on your reflexes - those can only get you so far, anticipate the squeeze of the trigger, move just before they strike, throw them off, surprise them, a flustered target makes mistakes, mistakes you should capitalize on."

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

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits at all times.

You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.

Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.

You cannot speak any coherent verbal language and must resort to other means of communication.

  • 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.

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

Stress from Injuries acts as a dice bonus instead of penalty.

Quote from https://tvtropes.org/pmwiki/pmwiki.php/Main/PrescienceByAnalysis

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

You are permanently and visibly transformed: Eye Tattoos. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 1 and your Intellect is increased by 1.

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

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:

  • Tough: Half your Brawn acts as Armor against all incoming sources of damage.
  • Ham-Fisted: You cannot limit yourself when handling delicate objects or physically interacting with people. You may need to roll Dexterity + Athletics to avoid breaking things or causing unintended injury.

Stock Passive Gifts

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

  • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.

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 at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.

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 as long as you are visibly dressed head to toe in black with hardly any skin showing.

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.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing 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.

You may turn this Effect on and off at will during its duration.

Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.