Reaper Death was the means, Not the ends.

3
Requires Seasoned
You possess an augmented or inhuman body.
Used by "Widow" Stryker, Created by SeedofEntropy.
(Your specific augmentation must be physically visible in some way, but it does not need to make you appear outwardly monstrous or socially unacceptable. )

Finding that the afterlife is far more complex than anyone suspected, Widow chose who she would Reap for, and the Void was her calling. Gifted with terrible beauty and grace, Widow is as ageless as death itself.


You gain the following benefits at all times.

You are permanently and visibly transformed: Reaper. You are considered to be a Sapient, Non-Living being when targeted..

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)

Your Injuries no longer degrade with time.

You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)

  • Your heat resistance does not extend to your equipment. Fire does not degrade this effect over time.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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Revision purchased with:
Improvement from House Games of yore spent on improving power: Reaper
Improvement from House Games of yore spent on improving power: Reaper
Revision purchased with:
Gift from House Games of yore spent on improving power: Reaper
Revision purchased with:
Revision purchased with:
Improvement from House Games of yore spent on improving power: Reaper
Revision purchased with:
Revision purchased with:
Revision purchased with:
Gift from House Games of yore spent on improving power: Reaper    (since refunded)
Gift from House Games of yore spent on improving power: Reaper    (since refunded)
Revision purchased with:
Gift from House Games of yore spent on improving power: Reaper    (since refunded)
Gift from House Games of yore spent on improving power: Reaper
Revision purchased with:
Gift from playing in Sanctuary spent on new power: Reaper    (since refunded)

Community Passive Gifts

You gain the following benefits as long as Sonic attacks that effect canine hearing, Claws, and ears and tail.

You are permanently and visibly transformed: Kitsune. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1.

Your body is adapted to Charisma and Perception. You receive +3 dice on non-attack rolls related to Charisma and Perception.

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

You may make a +2 Weapon Damage Claws attack without additional equipment.

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

The Severity of any Injury caused by Yokai targetting attacks is increased by 2.

  • Even though you're targetable as a Creature, you still are also targetable as a Sapient being.
  • 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 are wearing this Artifact.

You gain an additional limb that functions as a standard human arm and hand.

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 knife.

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

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.

Your body provides you with the functionality of surgical tools. If used to attack, these "tools" use the same stats as a small knife.

Your appendage has its own agenda (heal the injured, fix the broken), which it will attempt to follow. You must roll Self-Control to reassert control when this occurs. If this occurs during Combat, it gets its own dice pool, and stopping it costs your entire Action.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

  • You may stretch, retract, or move your limbs 30 feet once per Round.

[Hey, Listen!]: Your words carry an imperceptible weight that not even unfavourable audio conditions can tarry. People always hear you, whether they like it or not.
[Honest Eyes]: The tells that denote the deceptions of other are far too obvious to you. A slight facial twitch. A smile held a microsecond too long. You don't always know *what* they're lying about, but if they're trying to pull the wool over your eyes - you'll know.
[No Choice But To Stan]: The effect you have on other often has them defend you when you're wronged, for reasons you can't totally know. Likely they justify it to themselves as "the benefit of the doubt", but it matters not to you. They all fall in line, in the end.
[Maddening]: Knowing the lies of others has put a certain paranoia into you - what if someone else can see as you do? Best not to risk it - though sometimes, it's unavoidable.
[The Price Of Fame]: The magnetic air that has others bowing to you does have a side effect - you're altogether to easy to remember. Disguises do little, for the mark of your importance does not easily fade. Best not to be spotted, if you need to be unseen.

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).

Possession of this Power grants the following Trauma at all times: Compulsively Honest - Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to lie. If you are ever required to lie for the safety of yourself or others, you must Exert your Mind; otherwise be candid.

You also gain the following effects:

  • Hey, Listen!: You cannot be ignored or unheard when directly addressing an entity.
  • Honest Eyes: Your word is accepted as honest so long as you are speaking the truth as you understand it. You can always tell if someone telling a lie without making a roll, though you may not know what they are concealing
  • No Choice But To Stan: If someone speaks or acts against you socially, anyone observing it must roll Mind, with the difficulty equal to your Charisma, in order to not defend you.
  • 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.

  • Being forced to Stan will not force someone to violate any of their Limits or to engage in violence of any kind (though they may still do so of their own volition).
  • 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 unarmed combat.

+2 dice to rolls for grappling and choking.

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:

  • Body Slam: If you move and then make a successful attack against a target with a Brawn rating less than or equal to yours, if your target was closer than the full distance you could have moved, you may knock them back the excess movement distance and choose whether or not to follow them.
  • 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 have 6, which reduces incoming damage from all sources of physical attack except WHITE DAMAGE. Armor from multiple sources does not stack.

Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.

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

Stock Passive Gifts

This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.

By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.

This Artifact's true owner is always aware of the direction and distance to 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.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Amphibious: You are able to move about in liquids using standard Movement rules rather than any special swimming rules.

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 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.