The Dogtor "People tend to open up around a therapy animal."

2
You possess an augmented or inhuman body.
Used by Lanie, Created by dae_kianna.
(Your specific augmentation must be physically visible in some way, but it does not need to make you appear outwardly monstrous or socially unacceptable. )

The moment you put on the dog collar, your human form dissolves in a silver mist. All that remains is a (45 lb) white female Samoyed wearing a collar.


You gain the following benefits at all times.

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

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

You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

You may make a +2 Weapon Damage bite (dagger) attack without additional equipment.

Possession of this Power grants the following Trauma at all times: Pets! If you are pet, scratched, or belly rubbed, you must make a Self Control roll to resist falling into a happy stupor. Failing means that for as long as the physical affection continues, you cannot take any actions, move, nor communicate--you're so distracted.

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

You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.

  • Even though you're targetable as a Creature, you still are also targetable as a Sapient being.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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Community Passive Gifts

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, though you appear dead to any means of detecting life. 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 intellect, or if you take an Injury with Severity greater than twice your rating in intellect, 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.

[Disfiguring]: How droll. How crude. These people are far beneath me. However, for such lowly opponents, there is an obligation to give them a sporting chance. I shall not flee, nor give excessive chase. My muscles will refuse to do so at my own command, to ensure their fair shot. If they are smart, they will use that opportunity to exit. If they are not... Blood.

You gain the following benefits at all times.

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

Possession of this Power grants the following Battle Scar: Chronic Ankle Instability - Noblesse Oblige.

David was running on a treadmill at his local gym, when suddenly he saw the vague form of a spiritual guide, one he recognized as the one who taught him how to summon his spiritual armor. Suddenly the treadmill began speeding up to speeds David didn't believe it could go, but instead of falling over, he regained his balance and began to run faster than he'd ever had before. David eventually got off the treadmill, gave his thanks to the spirt, and left the gym, ready to use his new gift.

You gain the following benefits at all times.

Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

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

Your Extra Appendage is incapable of fine object manipulation.

  • 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.

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).

Possession of this Power grants the following Trauma at all times: Does Not Compute - Whenever you are presented with a critical (crucial) split-second decision, such as a Reaction, roll Self Control. On a failure: you are "stun-locked" out of your reaction, as your brain overclocks itself.

You also gain the following effects:

  • Brilliant Deduction: You may spend five minutes pondering an enigma, puzzle, or mystery, and roll Intellect at Difficulty 8. Success will reveal a clue or other tidbit that you have otherwise missed. Limit once per enigma.
  • Push Through It: When you Exert your Mind to ignore Penalty and gain +1 to your Outcome, it lasts for 3 Rounds.
  • 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.

  • 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 get +0 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

You gain the following benefits as long as you are submerged in water.

You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.

You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.

  • In lieu of sleeping, once per day you may spend one hour meditating to recover a Mind Damage.

You gain the following benefits as long as engaged in combat with firearms made in your home country.

+2 dice to all firearms made in your home country rolls.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.

By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.

This Artifact's true owner is always aware of the direction and distance to this Artifact.

  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

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.