Explorer "Don't underestimate me!"

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

Maze stands around 3 and a half feet tall, with brown and cream-colored fur topped with large ears, a little pink nose, and whiskers on his cheeks.

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Tail Swipe: Tucking into a somersault or spin he uses his tail to swipe it against someone, its softness betraying its damage potential.


You gain the following benefits at all times.

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

While in Forests, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.

You may make a +2 Weapon Damage Tail Swipe (Axe/Sledgehammer) attack without additional equipment.

Possession of this Power grants the following Trauma at all times: Fear of Natural Chipmunk Predators.

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.

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

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Improvement from writing a Journal for Guest Book Getaway spent on improving power: Explorer    (since refunded)
Revision purchased with:
Improvement from writing a Journal for Guest Book Getaway spent on improving power: Explorer    (since refunded)
Revision purchased with:
Gift from playing in BREACH spent on improving power: Explorer    (since refunded)
Improvement from writing a Journal for CONTRACTOR CON spent on improving power: Explorer    (since refunded)
Improvement from running Creatures From Another Moon spent on improving power: Explorer    (since refunded)
Improvement from writing up Maikendo spent on improving power: Explorer    (since refunded)
Improvement from running Creatures From Another Moon spent on improving power: Explorer    (since refunded)
Revision purchased with:
Improvement from writing up Maikendo spent on adjusting power: Explorer    (since refunded)
Improvement from writing a Journal for CONTRACTOR CON spent on adjusting power: Explorer    (since refunded)
Gift from playing in BREACH spent on adjusting power: Explorer    (since refunded)
Revision purchased with:
Improvement from writing up Maikendo spent on improving power: Beastkin    (since refunded)
Gift from playing in BREACH spent on improving power: Beastkin    (since refunded)
Revision purchased with:
Improvement from running Creatures From Another Moon spent on adjusting power: Beastkin    (since refunded)

Community Passive Gifts

You gain the following benefits at all times.

Your Stress from Injuries and Mind Damage is reduced to 0.

Stress from Injuries acts as a dice bonus instead of penalty.

Possession of this Power grants the following Battle Scar: Beaten Eyes.

Possession of this Power grants the following Trauma at all times: I can't take anymore... no, I have to win.

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

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

You also gain the following effects:

  • Dismember: If one of your attacks causes a Battle Scar, you may choose for it to be some form of dismemberment, depending on the Severity of the Injury you caused.
  • Grip Discipline: You cannot be disarmed against your will by Minor, Major, or Severe Battle Scars, physical Actions, environmental conditions, botches, or Effects. Your weapon may still be destroyed.

This Artifact cannot be broken.

If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.

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

This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from 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 have learned to utilize Causal Diction with more than just your voice. You now radiate this power from your very being. This causes reality to ebb and flow for you and those surrounding you in several ways. Like a web of social and societal intricacies being unraveled before your very eyes, as you hone this skill further, only the user knows how strong this effect can become. The story moves ever onwards, assisting the user at every chapter.

You gain the following benefits as long as you have your Right Eye.

Your Charisma rating is increased by 1. 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).

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.
  • Honest Eyes: Your word is accepted as honest so long as you are speaking the truth as you understand it. You can always tell if someone telling a lie without making a roll, though you may not know what they are concealing
  • The Price Of Fame: Any sightings or recordings of your activity can easily be traced back to you. Even when disguised or using an alias, people always get a Perception check to recognize you.

  • If your Right Eye 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.

You gain the following benefits at all times.

Your Stress from Injuries and Mind Damage is divided in half.

Stock Passive Gifts

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.

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).

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.
  • 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. The Difficulty of this Trauma roll cannot be reduced by any means.

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

You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.

You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.

Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.

The Severity of any Injury caused by fire and heat is increased by 2.

  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Pathfinder: You are adept at making your way through crowds, underbrush, and other dense, congested environments. While doing so, you move at full speed.
  • You are able to climb trees and cliffs at your full movement speed.

You only gain the benefits of this effect if you are in an area without a human building within 300 feet.

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.