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3
You possess an augmented or inhuman body.
Used by Nikki, Created by BOMBSHELL2150.
(Your specific augmentation must be physically visible in some way, but it does not need to make you appear outwardly monstrous or socially unacceptable. )

Nikki's Ibanez Iceman generates sound like it was plugged into a full stack of amps!


You gain the following benefits at all times.

You are permanently and visibly transformed: 1988 White Pearloid Ibanez Iceman. You are considered to be a Sapient, Non-Living being when targeted..

You no longer age naturally, and supernatural attempts to age you fail.

Your Injuries no longer degrade with time.

Your body provides you with the functionality of a stack of amps. If used to attack, these "tools" use the same stats as a small knife.

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

Revision purchased with:
Improvement from House Games of yore spent on changing power: From Out of Nowhere
Improvement from House Games of yore spent on changing power: From Out of Nowhere
Gift from House Games of yore spent on changing power: From Out of Nowhere
Improvement from House Games of yore spent on changing power: From Out of Nowhere    (since refunded)
Improvement from House Games of yore spent on changing power: From Out of Nowhere    (since refunded)
Gift from House Games of yore spent on changing power: From Out of Nowhere    (since refunded)
Gift from House Games of yore spent on changing power: From Out of Nowhere    (since refunded)
Revision purchased with:
Gift from House Games of yore spent on adjusting power: From Out of Nowhere    (since refunded)
Gift from playing in Fox Hunt spent on adjusting power: From Out of Nowhere    (since refunded)

Community Passive Gifts

You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.

**Flamethrower Stats**
[+2] [3] [40/80/120] [Minute-Reload]
A Flamethrower is any weapon which uses pressurized air or other chemicals to eject / fire a stream of flames.
(Targets may Dodge / Defend as normal: half the Contested Outcome is used as initial "damage", while the other half is used as every-round "On-Fire" damage. Any damage from a flamethrower consumes / spends most "material" armor, "On-Fire" uses the highest instance of "On-Fire". Targets may extinguish themselves at GM Discretion (Typically, an action: Dex + Athletics).)

You gain the following benefits at all times.

You are permanently and visibly transformed: scarred body. You are considered to be a Sapient, Living being when targeted..

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)

You may make a +2 Weapon Damage flamethrower attack without additional equipment.

Possession of this Power grants the following Battle Scar: Fully Scarred Body.

  • Your heat resistance does not extend to your equipment. Fire does not degrade this effect over time.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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.

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.

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.

You gain the following benefits at all times.

Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.

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 Battle Scar: ASDF.

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

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.
  • 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.

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

Stock Passive Gifts

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

You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor penetration. It cannot be circumvented with Called Shots.

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

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 as long as you are biting and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.

You also gain the following effects:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits at all times.

If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. 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 + Charisma, or if you take an Injury with Severity greater than 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.

You gain the following benefits as long as the target object has a cutting edge.

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 2 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:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You are able to effectively wield weapons to Attack, Defend, and Clash with this Effect.
  • 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.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.