Eye of Limbo "It's all so clear now..."

1
You possess superhuman senses and awareness.
Used by Igor Forsythe, Created by Omnitox.
( Your Third Eye must be used or obviously visible while you are actively benefitting from this effect.)

You have developed a large third eye on your forehead, it functions as a normal eye, but it contains power. When you need to call open it's power, the eye opens wide and begins to glow.


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

Your Perception rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (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:

  • Clear-Sighted: If you see an illusion, disguise, or other false reality, you recognize it as such but cannot immediately see through it.
  • Gut Feeling: You may roll Perception + Alertness Difficulty 7 to detect when someone is watching you remotely, even through supernatural means. Requires Outcome 4 or higher.

  • If your Third 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.

Revision purchased with:
Gift from the Asset Gifted spent on new power: Eye of Limbo

Community Passive Gifts

You gain the following benefits at all times.

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

You get a cookie if you tell me which song that tagline references.

You gain the following benefits at all times.

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

No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.

You no longer age naturally, and supernatural attempts to age you fail.

Your Injuries no longer degrade with time.

You cannot ignore or decrease the effects of Stress for any social rolls you make.

The Severity of any Injury caused by Electricity is increased by 2.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • 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 as long as you have your lines of metal along the limbs.

Your Brawn rating is increased by 1. 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).

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:

  • Tough: You gain Armor equal to half your Brawn rating. This Armor cannot be penetrated or shredded and protects against falling Damage.

  • Armor from multiple sources does not stack. Instead, the highest is used.
  • If your lines of metal along the limbs 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.

You are permanently and visibly transformed: a muscular, hairy humanoid with thick, caveman-like facial features. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 2 and your Charisma is increased by 1.

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)

Possession of this Power grants the following Battle Scar: Archaic Appearance - You are easily recognizable due to some unique feature about you, potentially alienating you from certain groups.

Possession of this Power grants the following Trauma at all times: Sapien Speech - You must roll Self Control whenever you talk or engage with someone meaningfully in conversation; on a failure, you slur your words into incomprehensible prehistoric human garble..

You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.

  • 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.

You gain the following benefits at all times.

You can run at three times your normal movement speed.

  • 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.

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 every 6 hours. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.

You gain the following benefits as long as the attacker isn't important enough to have a name.

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

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

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.

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

  • 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 as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.

You are 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 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.

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.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

You gain the following benefits as long as you are wearing this Artifact.

You get +1 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.