Third Eye "If you look closely enough at the present you can find loose bits of the future just lying around."

1
You possess an augmented or inhuman body.
Used by Theseus ‘Thesse’ Tropir, Created by athanasynt.
(Your specific augmentation must be physically visible in some way, but it does not need to make you appear outwardly monstrous or socially unacceptable. You must actively and obviously be using glasses.)

Glimpses into endless possibilities fill your head and the secrets of the universe appear to be in reach with the nascent power of your third eye. Thankfully it's just a tattoo and not an actual third eye, though it's not immune to glowing when narratively appropriate. Funnily enough this doesn't fix your regular shitty shortsightedness.

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.

Community Passive Gifts

Valentine's senses have been heightened to superhuman levels due to these new enhancements and giving them an edge over their future endeavors.
Valentine's training has been going well, They're getting better and better at improving their bond with Darlin' and will soon set out to accomplish their goal.

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.
  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
  • 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.
  • Hearing: You may hear sounds of sub- and hyper-sonic frequencies, allowing you to hear tiny things (mice, insects, etc) better, and pick up on the vibrations of massive things (earthquakes, atmospheric disruptions, etc) long before others.

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

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

Somewhere along the way, he fell into a frequency that most dismiss as background noise. Wayne listened, and it speaks to him. People say he's just paranoid.

But he knows the truth: people leak. Not just the secrets they choose to share, but the messages between words. Body language, lunguistic anomalies, eye movements... each part of the lattice. These messages are constant, undeniable, and inescapable.

The only problem is... it can't be turned off...

You gain the following benefits at all times.

You may understand and communicate to humans as if you are fluent in a relevant language.

Possession of this Power grants the following Trauma at all times: When communicating with someone you do not understand, you must roll Self Control to avoid interpreting a hidden meaning in their tone, word choice, or body language. On failure, you treat them as an unreliable or dangerous agent, regardless of evidence to the contrary.

  • The target of "human" refers to any target that speaks a human language.

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

Your senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a Small clicking sound to “ping” with your echolocation each Round you wish to use it.
  • Hearing: You receive +3 dice on any attempt to detect a creature or locate the source of a sound.

You gain the following benefits at all times.

You no longer require any food, water, sleep, 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 you have your power core.

Your Brawn rating is increased by 3. 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).

Possession of this Power grants the following Trauma at all times: Nonbiological: When you receive an Injury of Severity-4 or higher, you must roll Self-Control to avoid realising you are a machine.

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:

  • Atlas: You may take a Severity-1 Injury to ignore your lifting and hauling limits for a single, non-Combat Action. For example, you may uproot a tree, lift a large truck, or similar. This injury heals in 24 hours and cannot be reduced or healed by any means.
  • Beast of Burden: You may now carry up to your lifting and hauling capacity without suffering an encumbrance penalty or needing to Concentrate. You do not tire from extended physical activity.
  • Champion of the Caber Toss: You may lift an additional 2000 pounds per point of Brawn beyond 5, and you may throw items up to this weight to a distance of your throwing roll’s Outcome x10 feet.
  • Heavy Hitter: Successful attacks made with Brawn will either knock your target back Outcome x 5 feet, or knock them down to the ground. Choose which effect the attack will have prior to rolling for it.
  • Immovable Object: As long as you are standing still on a solid surface, you may Exert your Mind and spend a Free Action to become immovable. As long as you maintain Concentration, you cannot be moved and are immune to Damage from collisions with larger objects.
  • Tough: You gain Armor equal to half your Brawn rating. This Armor cannot be penetrated or shredded and protects against falling 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.

  • Armor from multiple sources does not stack. Instead, the highest is used.
  • If your power core 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 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.

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 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 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 shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.
  • This Effect’s Armor rating cannot be increased by any other Effects.

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.