Overclocked.

1
You possess superhuman wits and insight.
Used by Polamedes, Created by jumbohiggins.
( Your Cortical Stack in back of neck must be used or obviously visible while you are actively benefitting from this effect.)

A small chip is embedded in the back of polamedes neck, that will glow when being used for additional processing.


You gain the following benefits as long as you have your Cortical Stack in back of neck.

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).

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:

  • Multithreaded: Instead of being unable to take Actions while maintaining Concentration, you may now take Actions at a -2 dice penalty. You may maintain Concentration from two different Effects, but you are unable to take Actions when doing so.
  • Quick Thinking: Any Intellect rolls other than Power activations are made as Free Actions. You get +2 dice to all Initiative rolls.
  • 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.

  • Being Injured or interrupted in some way can still break your Concentration.
  • If your Cortical Stack in back of neck is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Community Passive Gifts

You gain the following benefits at all times.

You are permanently and visibly transformed: ________. You are considered to be a Sapient, Non-Living Computer when targeted..

Your body is adapted to stealth. You receive +3 dice on non-attack rolls related to stealth.

Your Injuries no longer degrade with time.

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

As his vision faded, his other senses sharpened in ways he could hardly bear. It was as if the spirit of Sukhman Odikhmantievich, a mystic bogatyr from his lineage, had awakened within him, refusing to let him turn away. Sukhman was known for his uncanny ability to see beyond sight, a gift for perceiving the world’s hidden layers. Now, that power had passed to Harry, manifesting as a twisted gift that denied him the relief he had sought in blindness.

At first, Harry didn’t understand what was happening to him. His sense of smell became overwhelming, every scent pulling memories to the surface as if they were embedded in the air. He could smell the faintest traces of sweat, metal, and fear lingering around him, scents that brought back battles he thought he’d left behind. Each breath became a reminder of those he had lost, each scent carrying the echoes of faces and voices he could not forget. It was as if the world around him refused to let him go, holding onto him with the smells of sorrow, blood, and regret.

Soon, he discovered that his hearing had intensified, too. Every sound reached him with brutal clarity, each noise carrying a sense of purpose he couldn’t ignore. He could pick up the faintest whisper from across a room, distinguish the intentions behind movements, and feel the emotions in people’s voices. The softest sigh, the quietest scrape of a blade—everything spoke to him, telling him more than he wanted to know. Silence brought no peace, only a tense anticipation that something would break it, each sound pulling him back to the present, refusing him the respite he had hoped to find.

But the most unsettling discovery came when he began experimenting with music, trying to find solace in the familiar tones of an instrument. It was only then that he realized the full scope of his curse. When he played a note on a flute, a string instrument, or even a drum, he found that the sound reached out into the world, bouncing back with a picture of his surroundings. Each note provided him with a map—a way to “see” without sight, an echolocation that formed a mental image of the space around him. Yet, every time the sound returned, it carried something extra—a ghostly whisper, a faint echo of voices from his past, like the world was forcing him to confront the memories he’d tried to bury.

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.
  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a play a sound on a musical instrument to “ping” with your echolocation each Round you wish to use it.
  • Thermal: You are able to "see" heat signatures within your line of sight.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

Possession of this Power grants the following Battle Scar: Complete Blindness.

  • 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 are wearing this Artifact.

Your senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a eep to “ping” with your echolocation each Round you wish to use it.
  • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 50 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.
  • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.

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

Your extra appendage can stretch to reach an additional 30 feet.

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

Possession of this Power grants the following Battle Scar: Disfigured (Horn-like growths all over body).

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

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

You gain the following benefits as long as you have your The Yaojing flicker in hi eyes.

Your Charisma rating is increased by 0. 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).

Possession of this Power grants the following Battle Scar: Possessed Eye.

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

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:

  • Anime: You may have a 30 second conversation with another character on your initiative each Round in Combat, and using any Communication Effect takes a Free Action instead of a full Action.
  • No Choice But To Stan: If someone speaks or acts against you socially, anyone observing it must roll Mind, with the difficulty equal to your Charisma, in order to not defend you.
  • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.
  • Poker Face: You reveal only what you want to reveal. It is impossible to determine whether or not you are lying. You may roll Charisma + Performance to resist any investigative Effect that targets you. If you successfully resist, you determine the info they get.

  • Being forced to Stan will not force someone to violate any of their Limits or to engage in violence of any kind (though they may still do so of their own volition).
  • 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.
  • In rare cases, GMs may require you to make a roll to lie to particularly powerful beings.
  • If your The Yaojing flicker in hi eyes 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 as long as you are engaged in combat with melee ninja weapons.

+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Falling Crane Strike: If you move and then make a successful attack against a target closer than the full distance you could have moved, you may choose to travel the excess movement in a straight line beyond the target.

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

You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Bullseye: If you are not making an attack or activating an Effect, any projectile you fire will be considered a complete success without needing to make a roll.

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.

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.