The veil "Y̷̯͊̿̄̈́͂̎͝͝ŏ̵̧̡̨̙̖̥͂͌̈͜û̷̬̠̥̟̫͖̯͋̑́̽ ̴̡̨̡̛͓̪̳̲̼͙̋̊́͒͊̆́̉̓͂͜͝͝͝d̷̨̛͖̤͕̞̠̟̤͙̟͐̿̎̀͆̀̎͒̆̑̏͐̋͘o̴̢̢͇̦̤̘̪͓͂n̴͕̣͉̱̺̮̜̓̍̀̍͊͛̉̌͗͜͝'̷̢̘͇̖͚̝̂̽͆̅̉̾̔̓̐̍͂̚̕͝͝t̷̛̤͖̤̮͓̥̖͔͓͖̻͖͚̗̀̋̈́̈́̓̒͊̔̇̏̉͘͝ͅ ̴̨̨̛͍̼̩̬̜̼̺͓̼̜̟͙͙̾̊͊̂̈́̕͝w̸̨̨̲̩̻̤̭̩̝̹̰͇̓̽̅̆̒͑̐͘͘á̵̡̝͚͉̠̜͚͚̯̘̦͓̣n̴̯̱̖̭͋͐̓t̶̢͕̣̘̜̦̖̙͖͎̂̉̋̅͑͐̆̂͑̈̌͊͠ ̵̝͈̬́̐̅̍t̴̨̯̘̙̥̫͍̹͔͖̔͛͋̑̀̅͑̌͊̋͝o̸̢̤̟̗̖̝̝̙̘̍͂̑̽͜͠ ̴̧̤̥̗͙̳͙̲̞̦̹͖̪̙̊̂̀͆ͅs̷̼͇͕̱͚̞̣̻̥̬̳̃̃̿̓̓͋̎̉͆̒ȅ̴̦̗̪͙͓͚͍̟̄e̷̡̝͚̤͚̮̦̬͙̦̍͜ ̶̝̖͍̥͕̮̜̟̤͈͓̫̈́͐̀̔͆͑́͂̈́́̇̚͜ͅb̸̢̢̜̳̞͍͈̝̈ͅę̵͔̙͍̞̮̼̬̪̣̞̐ͅͅh̵̛͎̬̹̀̈́̇̄͂͗́́̆͠͠i̸̜̹̽n̵̥̼̯̞̓̐d̷̞̜̯̩̅̾̅͊̍̿͒͂ ̷̡̯̽͐t̷̛͇̼̱̼̳̉̂͂͌́͜h̵̨̨̨̤͈̗̭̫̦̯͓͍̥̼̟͘ẹ̶̢͓͕̤̤̭͖̦̟̺̟͍͊͂̾͗̇̉̓̾͘͝ ̶̧͎̖͔͈̻͈̃̊͜v̶̢̲̝̠͙̫̣̥͑̒̃̒̚̕͝ē̶̡̼̣̘̦̊̌̌͗̔̓͌̊́̐͝i̶̛̛̩͖̯̫̿͊̏̐̎́͝͝l̷̮͇̗͖͉͕̫̾́͛̉̇͐̋̕͝ͅ.̴͕̥̦͍͍͕̫̫͎̮̬͐̂̓̎̑̊̈́̿͑̀͝͝ͅ.̷̗̱̦͛̀̊̾̚.̵̣̞̔͆̓̈́̈́͆͐́̎̀͜"

1
Requires Seasoned
(This Effect may or may not be obviously Alien when used.)

arthjgk


You gain the following benefits at all times.

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.

  • Sight:You are completely obscured from sight. All attempts to detect you via sight fail. Attempts via other senses where sight 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.

This Gift does not affect your clothes or equipment.

Possession of this Power grants the following Battle Scar: Terrifying Visage - You are off-putting at best. (All Social Rolls not reliant on fear are at +1 Difficulty. The Beatiful Asset is suppressed as long as this Battle Scar persists).

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

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

Community Passive Gifts

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.

If, while you are unconscious, your wound level rises above your rating in Body + Dex, or if you take an Injury with Severity greater than your rating in Dex, 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.

"At first I think they are still warm. After a while, I realize they'll always be warm."

You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using paw gloves to gain the benefits of this Effect.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 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 Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).

Possession of this Power grants the following Battle Scar: scar across the face. All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar.

Possession of this Power grants the following Trauma at all times: You have a natural distrust of everyone around you, and are always on edge looking for threats..

You also gain the following effects:

  • Absorb: As you are receiving an Injury, you may Exert your Mind to reduce its incoming Severity by your rating in Extra Brawn.
  • Heavy Hitter: Successful attacks made with Brawn will either knock your target back Outcome x 5 feet, or knock them down to the ground. Choose which effect the attack will have prior to rolling for it.
  • High Constitution: You gain +2 dice to any Body resistance rolls. Any failed or botched Body rolls will instead give an outcome of 1.
  • Tough: You gain Armor equal to half your Brawn rating. This Armor cannot be penetrated or shredded and protects against falling Damage.
  • Ham-Fisted: You cannot limit yourself when handling delicate objects or physically interacting with people. You may need to roll Dexterity + Athletics to avoid breaking things or causing unintended injury.

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

You gain the following benefits as long as you have your Ears.

Your Dexterity rating is increased by 0. 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).

Possession of this Power grants the following Trauma at all times: Make a Self-Control check whenever you avoid stealing something of value within arm's reach.

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:

  • Bullet Time: Exert your Mind and spend an Action or Reaction to make a single dodge roll that applies its full Outcome to any attacks made against you that Round. Mob bonuses do not apply on attacks against you this Round.
  • Centered: You have perfect balance. You cannot be knocked over, and can maintain your footing regardless of the size or stability of the material underneath you.
  • Infinity-Jointed: Your body is incredibly flexible, allowing you to maneuver and squeeze through tight spots as if you were the size of a cat, and you get +3 dice to rolls which require extreme flexibility, such as escaping grapples.

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

You gain the following benefits at all times.

You no longer require any food, water, sleep, or air in order to survive.

Possession of this Power grants the following Trauma at all times: Out of Touch: When reminded of your disconnect from normal life, you must roll Trauma..

Stock Passive Gifts

You gain the following benefits at all times.

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

Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.

You also gain the following effects:

  • Champion of the Caber Toss: You may lift an additional 2000 pounds per point of Brawn beyond 5, and you may throw items up to this weight to a distance of your throwing roll’s Outcome x10 feet.
  • Heavy Hitter: Successful attacks made with Brawn will either knock your target back Outcome x 5 feet, or knock them down to the ground. Choose which effect the attack will have prior to rolling for it.
  • Ham-Fisted: You cannot limit yourself when handling delicate objects or physically interacting with people. You may need to roll Dexterity + Athletics to avoid breaking things or causing unintended injury.

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

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 at all times.

You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.

  • Communing with terrestrial animal does not grant them intellect but does allow you to converse with them.

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 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.