Body of the ancient cryptic

6
You possess an augmented or inhuman body.
Used by Huck, Created by havoc.
(Your specific augmentation must be physically visible in some way, but it does not need to make you appear outwardly monstrous or socially unacceptable. )

As this new form takes a more beastly as his teeth becomes things and his fingernails becomes claws he gives a more intimidating aura


You gain the following benefits at all times.

You are permanently and visibly transformed: perfect bodys. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Perception is increased by 1, and your Charisma is increased by 1.

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

Your appendages can reach an additional 30 feet.

You may make a +2 Weapon Damage claws and fangs attack without additional equipment.

  • You may stretch or retract your limbs once per Round on your Initiative.
  • 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 at all times.

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

You gain the following benefits at all times.

You no longer require any sleep or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.

Instead of food and water, you must consume Pushkin Vodka daily for sustenance. For every day you fail to consume it, you lose a point of Brawn. If your Brawn falls to 0 in this way, you die. Your Brawn is fully restored to normal as soon as you fulfill your dietary needs.

  • In lieu of sleeping, once per day you may spend one hour meditating to recover a Mind Damage.

You gain the following benefits as long as you are engaged in combat with throwing knives.

+2 dice to all rolls utilizing throwing knives.

Possession of this Power grants the following Battle Scar: one eye.

You also gain the following effects:

  • Boomerang: On your Initiative, in the Round following a thrown attack, the objects you threw will return back to you. You may catch them automatically, without making a roll or spending an Action.
  • Pin Down: If you make a thrown attack with something sharp, and it hits a target near a wall or a floor, the projectile pierces through them, pinning them to the wall or floor. Unpinning oneself quickly will increase the relevant Injury’s Severity by 1.
  • Track And Field: You may move your full sprinting distance and make a thrown attack at no penalty.

You gain the following benefits as long as So long as he has fed on blood in the past 24 hours.

You are permanently and visibly transformed: Receded lips that peel back to reveal rat like teeth, yellowed jaundiced eyes, and exposed gums and canines. 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 Intellect is increased by 1.

No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.

Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.

Your appendages have 30 feet of reach.

Possession of this Power grants the following Trauma at all times: That sweet smell. It's enough to make a man sick: Roll self control to not lick up or drink blood when you see it.

The Severity of any Injury caused by Blessed weapons is increased by 2.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • You may stretch, retract, or move your limbs 30 feet once per Round.
  • 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 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 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.
  • Gut Feeling: You may roll Perception + Alertness Difficulty 7 to detect when someone is watching you remotely, even through supernatural means. Requires Outcome 4 or higher.
  • Saw it Coming: Any time you make a Desperate Defense, you successfully avoid the incoming Attack without making a roll.You do not suffer a dice penalty next Round. You may use Source to make a Desperate Defense.
  • Seeing Double: The ranges of all your senses are multiplied by 2.

  • 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.

Stock Passive Gifts

You gain the following benefits as long as you are biting and 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.

You also gain the following effects:

  • 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 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 at all times.

If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated

If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

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 at all times.

As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.
  • Lifting and hauling: you may lift 90 pounds.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.