Vectors

1
You possess an extra appendage.
Used by Lili/Kae/Lucy, Created by August.
(This Effect may or may not be obviously Alien. )

Three semi-physical hands, appearing from behind her, formed by a large pineal gland


You gain the following benefits at all times.

You gain 3 additional limbs that function as standard human arms and hands.

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.

Your extra appendage can be used to attack in exactly the same manner as a sword.

Your extra appendage can stretch to reach an additional 30 feet.

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

Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

Possession of this Power grants the following Battle Scar: soft spot, soft spot, and soft spot.

Possession of this Power grants the following Trauma at all times: Lucy, The Voice, and BPD.

  • You may stretch, retract, or move your limbs 30 feet once per Round.
  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

Revision purchased with:
Gift from the Asset Gifted spent on new power: Vectors

Community Passive Gifts

You gain the following benefits as long as Jenn is able to show them off.

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 parkour at your full movement speed.

You gain the following benefits as long as you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 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.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

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).

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

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:

  • Unflappable: Any attempts to control or influence your thoughts or emotions are rolled at +1 Difficulty.

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

You gain the following benefits at all times. You must actively and obviously be using a necklace to gain the benefits of this Effect.

You are permanently and visibly transformed: Your left eye's sclera is turned pitch black as occassionally dark tendrils wriggle out from under your lids. Your physical form sometimes becomes translucent as the passing light reveals your appendages to be spectral and dark in nature. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1.

Your appendages can reach an additional 30 feet.

You can squeeze through any cracks and passageways a cat would be able to.

The Severity of any Injury caused by Light based weapons (Lasers, holy beams etc. excluding Fire) is increased by 2.

Stock Passive Gifts

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 Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

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

You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.

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

Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.

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.
  • This Effect’s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.

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.

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.

Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.