Traumatophobia I refuse the idea of dying before my ideals are complete

1
Requires Seasoned
You possess the ability to rapidly heal yourself.
Used by Jason Kyle, Created by August.
(This Effect has no explicit visibility requirement.)

Jason's body is covered in mismatched patches of skin that enjoy being together, and when not together, they want to grow more of themselves to replace the fallen pieces, like a controlled cancer.

radiation bad because it turns the pseudo cancer into actual cancer


You gain the following benefits at all times.

Any Injury you receive from a source other than Radiation heals quickly, reducing its Severity by one level every 10 minutes. 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.

As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.

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Possession of this Power grants the following Battle Scar: COLORFUL SKIN: parts of your skin have been replaced by hideous skin grafts. All social rolls are mad at +1 Difficulty. The beautiful asset is suppressed as long as you have this battle scar.

Possession of this Power grants the following Trauma at all times: THE BODIES KEEP PILING: Your sleep is plagued with horrible nightmares from your past as a killer. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one mind damage and I DON'T KNOW YOU: Due to your past as a drug dealer, you are naturally untrusting of others. You must roll Self control in order to let another person remain in a position where they could easily hurt you, or allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear..

Injuries you receive from Radiation are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

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Revision purchased with:
Improvement from running Safe House spent on improving power: Traumatophobia    (since refunded)
Revision purchased with:
Improvement from running Safe House spent on improving power: Traumatophobia    (since refunded)
Revision purchased with:
Revision purchased with:
Revision purchased with:

Community Passive Gifts

You gain the following benefits as long as you are engaged in combat with thrown weapons.

+2 dice to all rolls utilizing thrown weapons.

You also gain the following effects:

  • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
  • Junk Wolf: Thrown attacks with improvised thrown weapons deal +3 Weapon Damage.

You gain the following benefits as long as Can only be used with the exosuit. and you are wearing this Artifact.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.

Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.

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.

If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.

  • "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 as long as as long as Must not be in the sunlight, you are wearing this Artifact, and you are engaged in unarmed combat.

Your unarmed attacks deal +4 Bonus Damage (instead of -2). The target's Armor is reduced to 1/4, rounded up against this damage.

You also gain the following effects:

  • Brutal Strikes: Any Injury you inflict causes a Battle Scar if you wish, regardless of Severity.
  • Fight Circle: Only one opponent may engage you at melee range each Round.
  • Transcendence: You may Exert your Mind to Defend against any number of incoming Attacks this Round as a Free Action. While active, you can only Defend against attacks directed at yourself.

  • If an enemy attacks you at melee range, you may only attack them that Round (unless they are defeated). Likewise, if you attack an enemy at Melee range, only they may attack you that Round (unless your attack defeated that enemy). Essentially, use standard kung-fu movie rules.
  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits as long as Needs to concentrate for 10s so the artefact can take full effect. Failing to concentrate for 10s means absolute failure of the artefact and you are wearing this Artifact.

You get +2 dice to any Body resistance rolls you make. You also gain the following effects:

  • Inoculation: If you succeed a Body resistance roll against an Effect, you are immune to that Effect for the next 24 hours.
  • Internal Awareness: You are automatically aware of and may diagnose any disease, toxin, drug, or similar which enters your system.
  • Purge Toxins: You may take a Severity-1 Injury to cancel the effect of any non-Alien drug, poison, or toxin in your system, as long as you are aware of its existence.
  • Survivor: You are immune to all non-Alien diseases.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

Stock Passive Gifts

You gain the following benefits as long as you are in werewolf form, and 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.

You also gain the following effects:

  • Brutal Strikes: If your attack inflicts a Battle Scar, you may choose which of the appropriate-severity Battle Scars the target suffers. If it causes a less severe Injury, you may inflict a Minor Battle Scar of your choosing.
  • 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 as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.

Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.

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 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.

You gain the following benefits at all times.

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

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