Resilient Virtue " not time for distractions"

1
You possess tolerance to pain and distractions.
Used by David Beckel, Created by dingupingus.
(This Effect may or may not be obviously Alien. )

David's devotion to his cause has grown so greatly that he can now shrug off hardships that no mortal man could, unfortunatly thsi also comes with the caviate of discoloring his skin and damaging it. further disfiguring him.


You gain the following benefits at all times.

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

Possession of this Power grants the following Battle Scar: Disfigured.


Community Passive Gifts

You gain the following benefits at all times.

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

When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.

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 at all times.

You are permanently and visibly transformed: Woodland Fairy. You are considered to be a Sapient, Living being when targeted..

While in Woodland Forest, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.

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

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

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

Possession of this Power grants the following Trauma at all times: Paranoia against all Humans.

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.

The Severity of any Injury caused by Pesticides 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.

You gain the following benefits at all times. You must actively and obviously be using Silver tight fitting ring to gain the benefits of this Effect.

You are permanently and visibly transformed: True Ghoul. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.

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)

While in Toxic gases, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.

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

Your Injuries no longer degrade with time.

Possession of this Power grants the following Battle Scar: Pale white heat less skin and glowing red eyes.

Whenever you enter Combat, roll Mind, Difficulty 7. If you fail, you cannot choose which targets to attack.

Possession of this Power grants the following Trauma at all times: I crave human blood and must drink it every fie days or my brawn goes down one until i drink blood.

The Severity of any Injury caused by Holy water dipped swords is increased by 2.

You gain the following benefits at all times.

You are permanently and visibly transformed: you have octopus eyes and tendrils that reach out from your torso. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.

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

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

Possession of this Power grants the following Trauma at all times: Any time you see a body, you must roll self-control to recognize them as dead, otherwise begin treating the body as if its still alive.

The Severity of any Injury caused by Fire 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.

You gain the following benefits at all times.

Your Dexterity rating is increased by 2. 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).

You also gain the following effects:

  • Reactionary: You gain an additional Reaction each Round. You cannot take an Action after taking a Reaction.
  • Split Second: You may Dodge or Defend against surprise attacks.

  • You cannot React to the same Action more than once.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Passive Gifts

You gain the following benefits at all times.

You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer 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)

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.

You cannot ignore or decrease the effects of Stress for any social rolls you make.

The Severity of any Injury caused by electricity 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.
  • 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 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.

You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.

Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.

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.

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.