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

Kak


You gain the following benefits at all times.

You are permanently and visibly transformed: several slim scars trough out my whole body,except my head,the scars resemble my skeleton structure.. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.

Your body is adapted to athletic actions. You receive +3 dice on non-attack rolls related to athletic actions.

You may make a +2 Weapon Damage razor sharp nails on hands and feet. attack without additional equipment.

Possession of this Power grants the following Battle Scar: chronic pain.

The Severity of any Injury caused by slashing attacks 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.

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Community Passive Gifts

You gain the following benefits as long as you have your Algernon's Flower.

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).

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:

  • 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.

  • If your Algernon's Flower 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).

You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. 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.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.

On source material:
Cloudy with a Chance of Meatballs has always been a classic. The shoes Flint Lockwood had seemed to be made of some elastic biopolymer adhesive that stuck to his feet until it wore off a few days later. At first he was pretty disappointed by it, but Delphyrion was interested in how Flint couldn't destroy it at all.

On applications:
It is actually quite useful as sealant for plumbing and other repairs. Actually, Delphyrion derived the substance from Flex Seal, which was used for roofs. Since it would be stationary with this usage, unlike how a person would constantly move around, it takes a while for the spray to wear off. Delphyrion has tested it out on a number of equipment and it has almost always been successful. That is, until he tried using it to fix his glassware. Those kept exploding no matter what they were used for.

On rainbow spray:
It was actually an accident that the spray ended up being rainbow-coloured; they didn't expect it to be anything like the movie, but Delphyrion's very satisfied with it. It just gives the armour a nice sheen, like the psychedelic colours on the surface of an oil spill. Also, it's gay.

On clothing:
Wear your clothes. Literally, this is not an alternative for clothing. This stuff is translucent so chances are that people can actually see what's underneath. If you're really brave (and not afraid of indecency charges) it'd generally look like you're wearing a skintight jumpsuit. Or, like, spray it on top of your clothes.

On the spray can:
It's just a regular spray can with a label on it. Also, Delphyrion's last name is Arcanis. Hence, ArCANis, get it?

Delphyrion's original artifact description:
ArCANis Spray Can - Just a spray can with a colourful label. What's important is Delphyrion's addition to the contents: a rubbery substance that sprays out in a rainbow mist.

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

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.

You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.

  • This Effect’s Armor rating cannot be increased by any other Effects.

While Bill can take bullets no problem, wildlife always seems to give him more trouble than usual. Between the alligator bites, the mosquito stings, something about living fibers can easily pass through his skin.

You gain the following benefits at all times.

You have 6 Armor, which reduces incoming damage from all sources of physical attack except natural attacks. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.

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.

You gain the following benefits at all times.

You are permanently and visibly transformed: Unremovable Clown Makeup. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 2.

You may make a +2 Weapon Damage Balloon gun (pistol) attack without additional equipment.

Possession of this Power grants the following Trauma at all times: Isolophobia: You fear being alone. (If you are ever alone or would go alone, roll Self Control. On a failure, you immediately seek out company, or shut down until you get it.).

The Severity of any Injury caused by Children 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.

Stock Passive Gifts

You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Brutal Strikes: If your attack inflicts a Battle Scar, you may choose which of the appropriate-severity Battle Scars the target suffers. If it causes a less severe Injury, you may inflict a Minor Battle Scar of your choosing.
  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

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

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

  • Survivor: You are immune to all non-Alien diseases.
  • All Brawn No Brain: You suffer a -2 dice penalty on Mind resistance rolls.

  • 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.

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.

Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.

You gain the following benefits as long as engaged in combat with wooden longbows.

You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Bullseye: If you are not making an attack or activating an Effect, any projectile you fire will be considered a complete success without needing to make a roll.