Genetic immunity

1
You possess increased physical resistances.
Used by Jacko, Created by SeedofEntropy.
(This Effect may or may not be obviously Alien. )

The new race is programmed to know their body, and be immune to all known diseases.


You gain the following benefits at all times.

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

  • Internal Awareness: You are automatically aware of and may diagnose any disease, toxin, drug, or similar which enters your system.
  • Survivor: You are immune to all non-Alien diseases.
  • Got It Bad: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • 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.

Community Passive Gifts

You gain the following benefits at all times.

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

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 as long as you are engaged in combat with weapons built into your body or limbs.

+2 dice to all rolls with weapons built into your body or limbs. You may Defend against firearm attacks from any range using weapons built into your body or limbs.

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.
  • Two Swords are better than One: If you are wielding two melee weapons, your Weapon Damage is the highest of the two plus 1, and you receive an additional +2 dice to any Clash.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

You gain the following benefits as long as engaged in combat with Side arm.

Your attacks with Side arm deal +3 Bonus Damage. Armor is fully effective against this damage.

Possession of this Power grants the following Battle Scar: Your hands are charred black, and stained red as if soaked in blood.

You also gain the following effects:

  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload as a Free Action.
  • Silencer: Shots you fire can be made silent at will.
  • Silent Killer: If your shot would kill or incapacitate your target, they make no sound, even incidentally, for the next Round.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

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.

Anyone but this Artifact's creator must Exert their Mind to wear this artifact or activate any of its Effects.

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.

Stock Passive Gifts

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 and everything you are carrying is 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 or your equipment specifically 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.

You may turn this Effect on and off at will during its duration.

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.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

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 cricket chirp to “ping” with your echolocation each Round you wish to use it.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

  • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.

You gain the following benefits at all times.

Your Perception rating is increased by 1. 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).

You also gain the following effects:

  • Constant Vigilance: You may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • 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.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as you are engaged in combat with playing cards.

+2 dice to all rolls utilizing playing cards.

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.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.