I See Through You "No, seriously."

1
You possess supernaturally heightened senses.
Used by Tyler Harris, Created by Author.
(This Effect has no explicit visibility requirement.)

The Dhampir simply hums while putting their ear up to the wall before confirming that there is nobody inside.


You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a hum to “ping” with your echolocation each Round you wish to use it.
  • Hearing: You may spend an Action to ultrasound a surface within arm’s reach. Doing so reveals the internal structures of beings or objects. When used on the ground or a wall, you detect any tunnels, pipes, or hallways within 40 feet.

Possession of this Power grants the following Trauma at all times: Father Dearest - You await the day you no longer need to sleep, so his face might go away. (Nightmares).


Revision purchased with:
Gift from the Asset Gifted spent on new power: I See Through You

Community Passive Gifts

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

Any Injury you receive from a source other than Destruction of the amulet heals quickly, reducing its Severity by one level every day. 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.

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.

You may also Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.

Injuries you receive from Destruction of the amulet are increased in Severity by 1.

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

Rohan has made contact with a powerful artifact during his career as a pirate. The scar is the result of this, and grants him a more intricate view into the world around him.

You gain the following benefits as long as you have your scar on your left wrist.

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:

  • Constant Vigilance: You cannot be ambushed or caught-flat footed when awake. When asleep, you can make a Perception + Alertness roll at Difficulty 6 to wake up in time.
  • Slow Time: You may substitute your Perception as the Attribute for any rolls made for Reactions.
  • Weak Points: You may use Perception in place of Dexterity on attack rolls.
  • Can't Unsee: Any Trauma rolls you make are rolled at +2 Difficulty.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • If your scar on your left wrist is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).

During the transformation elemental metal get's incorporated and acts as an invisible armor.

You gain the following benefits as long as you're transformed.

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

Alice, while in the lab, realized she was the weakest link to finding a cure.

This is the final manifestation of the foolish augmentation she did to herself in that lab.

Days later, after the fighting ended, was when the headaches started. Trapped in bed, sweating, a fever dream. But mostly the fear. The fear her mind was going.

When it passed, Alice could feel the clarity of her thoughts. Whatever the scientists had done to her had been mere building blocks for this. Her mind was glorious.

And she remembered that her mind should have gone. Her mistake, in retrospect, was obvious. It a moment it jumped out at her. The transcription error should have killed her, or worse. But instead, she was still alive. She couldn't see why. Perhaps it was related to the abnormality in her genome and the sun. Or maybe a nudge from a greater power. In any case, she was sure that if she tried to reproduce the effect on someone else she'd turn their mind into tapioca.

But for now... her thoughts were instant, her memory perfect. She'd taken to writing a program to flash documents on her monitor as fast as it could, and with just that moment, she could know it, and index it while she slept.

You gain the following benefits at all times.

Your Intellect rating is increased by 0. 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:

  • Never Forget: You have a perfect photographic memory, and can recall or recreate even complex and detailed things. If you forget something you had previously seen or noticed, you may ask the GM and they will remind you.
  • Quick Thinking: Any Intellect rolls other than Power activations are made as Free Actions. You get +2 dice to all Initiative rolls.

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

This gift hardens his mind and body against fear, injury, and fatigue,because in Neo-Genis, there’s no break menu, no save point, and definitely no quitting.

You gain the following benefits at all times.

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

Possession of this Power grants the following Trauma at all times: paranoid.

Stock Passive Gifts

You gain the following benefits at all times.

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).

You also gain the following effects:

  • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.
  • 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.

  • A "social gathering" might include a birthday party, after-work drinks, a ski trip, or yoga in the park, among other things. It likely would not include a cult gathering to summon a demon, Congressional negotiations over a contentious bill, etc.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

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).

Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.

You also gain the following effects:

  • 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.
  • 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.

  • 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 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 at all times.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to treating an Injury, including Effect activations, receive +2 dice.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.