Old+Powers

This page is intended to store old homebrew Powers, including Sponsored Magic varieties and Items Of Power, that have been removed from their respective pages owing to the addition of new Powers that in the opinion of whoever edited the page made the old Powers redundant.

Quality control here is basically non-existent. Use this stuff at your own risk. toc

=Creature Features=

//Superhuman Leap.// You get +4 to all athletics rolls made to jump. Limited Antigravity. You are completely immune to falling damage. You never need a running start to jump properly. //Double Jump [-2].// You can jump off of empty air. When rolling for jump distance, you may roll twice and add the results. When jumping during a conflict, you can remain in midair for a full exchange. Furthermore, you can dodge normally in midair. //Goomba Stomp [-1].// You can hurt someone pretty badly by jumping on them. You can use your athletics skill to attack in melee. If combined with double jump, you may skip an action in order to remain in midair for an exchange and reroll the attack.
 * Impossible Jumps [-1]**
 * Description:** Gravity doesn't seem to apply to you the way it does to normal people. You can jump like a video game character when you want to.
 * Skills Affected:** Athletics
 * Effects:**

//Spiky Surface:// Anyone attacking you with fists or wrestling takes weapon 1 damage with no possibility of avoiding it (except a really good excuse, like armored gloves or magical protection.) Things may get stuck to you as appropriate. //Hugged by the Iron Maiden:// You deal an additional +1 bonus damage in wrestling or ramming an opponent.
 * Spines [-1]**
 * Description:** Your surface is covered in pointy things.
 * Musts:** You must have a good reason for this.
 * Skills Affected:** Might, fists
 * Effects:**

//Projectiles: [-1] Your spines can be shot up to one zone away.//

//Note: This upgrade stacks with Claws and any upgrades to Claws also affect Spines and vice versa.//

//Missed Me, Missed Me.// You gain a +2 bonus to your Athletics for the purpose of defending against attacks. This bonus does not require your attention or concentration: should you be successfully ambushed, this bonus will remain, granting you a minimum Athletics of Fair (+2). You may also use this bonus to any Athletics check to perform a maneuver intended to confound or disorient an opponent. If you take a Full Defense action, this bonus is increased to +4. //Blinking [-1].// When you purchase this upgrade, your power is not an optical effect: you are actually changing positions rapidly during combat, by stepping back and forth between the Nevernever and the real world. In addition to the //Missed Me, Missed Me// effect, you may set up an Ambush (page 142) as a supplemental action every round. However, anyone who can simultaneously perceive the real world and the Nevernever is immune to this effect.
 * Displacement [-1]**
 * Description:** You are not where you appear to be. A glamor or other optical effect obscures your true location, making it difficult for opponents to properly target you.
 * Musts:** You must have a high concept that would justify this power, such as Cloaked Malk, or Nevernever Mugger.
 * Skills Affected:** Athletics.
 * Effects:**

it will be up to the GM how to handle any complications of the Nevernever aspect of //Blinking//. The simplest answer is that //Blinking// creates a sort of proto-Demesne wherever it happens to be, which does not in itself attract (or make it vulnerable to) any of the Nevernever denizens which may be coterminous with that current location.

As per YS162
 * Breath Weapon (-2)**
 * Projectile (-2)** Your “Breath weapon” is some form of projectile. Because of this you add increased stress from any Strength powers you possess. In addition, each level of strength increases the range of your breath weapon by 1 zone. (Example, if you have Supernatural Strength you would deal +6 stress with your breath weapon, and you could affect targets up to 3 zones away.)
 * Strong Breath (-1)** You breath weapon is extremely potent. You add +4, instead of +2, to the stress your breath weapon deals. In addition you add +1 to any rolls to perform maneuvers. This power cannot be combined with projectile.
 * Mighty Breath (-1)** Your breath weapon is extremely powerful. Add an additional +2 stress, and a +1 to maneuvers when using your breath weapon, for a total of +6 Stress/+2 for Maneuvers. This Power cannot be taken with Projectile.
 * Wide Breath (-2)** Your breath weapon affects everyone in a single zone.
 * Ranged Breath (-1)** The range of your breath is increased by one zone.

=Items of Power=

=Minor Abilities=

//No Need for Sustenance.// You do not need to eat or drink and do not excrete wastes. If you possess ‘Hunger Dependency’ you must still satisfy it as normal.
 * Lesser Immortality [-0]**
 * Description:** You are less mortal than others, and you can exist without the need for food or drink, though they can still be enjoyable.
 * Effects:**

//Ageless.// You cease to age and remain permanently at the age of acquiring this ability (for example man in his mid-twenties will always look like he‘s in his mid-twenties even two thousands years later), and cannot be aged magically. //An Immortal's Health.// You are also immune to all poisons and diseases, both magical and mundane, and do not need to breathe.
 * Immortality [-3]**
 * Description:** You've got a stronger hold on your immortality, and reap stronger benefits from it.
 * Effects:**

//Deathless.// Unless utterly destroyed or killed by special means, you will eventually recover from any fatal wound. No "death" result is ever permanent unless special means are used (as determined by your creature type). //Estranged.// Most people around you feel uncomfortable, as if they can tell that you are different from others. Take a -1 Penalty on all Rapport and Deceit based maneuvers or attacks you make.
 * Undying [-0]**
 * Description:** For whatever reason you cannot be killed. Which opens up a whole host of unpleasant possibilities, sometimes death is better than the alternatives.
 * Effects:**

//Superhot Knives.// You may increase the weapon rating of metal weapons by one by filling in one mental stress box, this lasts for a number of exchanges equal to the value of the stress box you've filled in. Increase the bonus to three if you've cast a fire evocation in the last exchange.
 * Red Hot Knives [-1]**
 * Description:** You can superheat your knives with magic, allowing them to do more damage to your opponents.
 * Effects:**

//Hammerspace.// You can carry a full load (as determined by your might) without hindrance in an extradimensional compartment. The compartment exists outside time, so everything in it stays exactly as it was when it was put in. You temporarily lose access to any abilities granted by items of power while they are in hyperspace. //Improved Hammerspac//e [-2]. You can carry much more than a full load in your extradimensional compartment. Add 8 to your might to determine the capacity of your compartment. //Secure Hammerspace// [-1]. Nobody but you can access your extradimensional compartment. Metal in it doesn’t trigger metal detectors and so on. If you are unconscious or dead, the compartment cannot be opened at all. Using the sight on you may reveal some details about the items you're carrying, but not much. It's likely to be a jumbled mess.
 * Hyperspace Arsena**l **[-2]**
 * Description**: You seem to be able to fit an entire warehouse in your pockets. No-one’s really sure where stuff goes when you’re not using it.
 * Skills Affected**: Might
 * Effects:**

//Special Techniques.// When you take this power, choose fists, weapons, or guns. Then pick a number of techniques from the technique list equal to the number of refresh points you spent on this power. Whenever you make an attack with the chosen skill, you may spend a fate point to add the effects of one of your chosen techniques to the attack.
 * Special Techniques [-varies]**
 * Description:** Supernatural martial arts moves, more or less. A staple of any decent fighting manga.
 * Skills Affected:** Fists, Weapons, Guns
 * Effect:**

__Technique List__ //Long Range Strike.// The range of this attack is increased by 2 zones. (This works for melee attacks). //Armor Piercing Strike.// This attack ignores all of the target’s armor. //Area Strike.// This attack hits everyone in the target zone (except yourself). //Rapid Strike.// You can make a number of attacks up to your skill with one action. Each attack suffers a penalty equal to the number of extra attacks made. //Brutal Strike//. The attack suffers a -1 penalty but inflicts 5 extra stress.

//Supernatural Disability Power.// You have a disability. This grants you a discount on one or more supernatural powers that are linked to it. The cost reduction to those powers is based on how intrusive and problematic the disability is. If the disability is ever cured, healed, or removed, the cost reduction goes away.
 * Disability Super(natural) Power [-varies]**
 * Description:** You have a disability linked to a supernatural power. Maybe you're blind, but have skill with divination to compensate. Maybe you're inhumanly fast, but not as fast as your biopolarism can make your moods swing. Maybe you're able to move swiftly and silently in the shadows... because you're an albino who is harmed by the sunlight. Maybe you're superstrong... but seizures are a constant threat. Maybe you can shapeshift, but you always are missing that pinkie (or hand!), no matter whose or what appearance you're copying. And so forth.
 * Skills Affected:** None—or any. Skills should be penalized or assigned based on the high concept. For example, a Deaf character should be required to have at least one rank in Scholarship, with the associated language of ASL, or a character with mobility problems should have a cap on their Athletics skill.
 * Musts:** Must have a high concept that is related to both the disability and the power, for example BLIND PSYCHOMETRIC DETECTIVE.
 * Effects:**

If the disability is severe, requiring special accommodation to function in modern society (blindness, serious mobility issues, etc), it's worth a +2.

If the disability threatens you medically (seizures, diseases requiring a strict drug regime, etc) its a +2.

If the disability is an issue that affects your quality of life but can be worked around without extreme cost/effect (missing/paralyzed limbs, deafness, issues requiring moderately expensive drug treatments, etc) its worth a +1.

Disabilities cannot reduce the total cost of linked powers below -1.

=Nevernever Powers=

For you the lines between Dream and Reality are blurred, so much so they are almost non-existant. You live just as much in the world of fantasy as you do on planet earth. You are able to bring your control of your Demesne into the mortal world. You are able to shape reality to your whim. //Sculpt Reality.// You can alter reality as if you were in your personal Demesne, though not as freely as you would be able to in the Nevernever. You can roll Discipline to place scene aspects as normal, and can even use discipline to physically attack using the (now) mutable nature of the zone against your opponents. However, your attacks are all weapon: 0. Any change you make is impermanent, and reverts to its original state at the end of the scene, however, you may spend a fate point to make a change permanent (or more, at the GM's discretion). //Rapid Eye Movement//. When you use this power your eyes flicker back and forth as if you were sleeping. //Illiteracy//. You are unable to read, it is not because you do not know how, it is just that your brain is unable to correctly identify the symbols on the page. If you somehow loose access to this power, you will be able to read (if you were previously able to). //Improved Sculpting// -1. Your attacks are now treated as Weapon: 2. //Powerful Sculpting// -1. Your attacks are now treated as Weapon: 4, and any scene aspect you place is automatically made 'Sticky'.
 * Dream or Reality [-2]**
 * Skills Affected:** Discipline
 * Musts:** Demesne
 * Effects:**

=Psychic Abilities=

//An Open Book.// People are easy to understand when you can hear the thoughts they project into the world. Gain a +2 to Empathy and any time requirements are decreased by one shift. Where appropriate targets defend with Discipline instead of the normal social skill. //Dig A Bit Deeper.// Some say a person's trash is the best way to learn about them, they're wrong. When using this ability you connect your mind to that of your target, allowing access to thoughts below the surface. At the same time, some of your thoughts and emotions will bleed over into their mind. You may spend a fate point to stop your thoughts from entering the targets mind; however, the target may also spend a fate point, in which case you will not gain any of their thoughts. In the case of NPCs that have no fate points, roll Empathy defended by the target's Discipline to determine if the player gains any information. This skill can not be used more then once per scene. A fate point must be spent on any attempt against a target after the first. //Mind Trick.// These are not the droids you are looking for. By rolling Empathy defended by a target's Discipline, you may place a simple suggestion into their unconscious mind. There is no explicit limit to the number of times this ability may be used on a single target, but it is highly recommended that NPC targets receive an increasing bonus to their defense roll on each attempt after the first. //Mental Fortitude// [-1]. Taking this upgrade will grant two additional boxes of mental stress capacity (page YS:201). //Mental Fortress// [-1]. If this upgrade is taken, you naturally have Armor:1 against all mental stress. //Psychic Strike// [-2]. Purchasing this upgrade turns your mind into a weapon. Discipline may be used to make a direct psychic attack, dealing mental stress and consequences. The victim may defend with Discipline, however counter-attacks are not generally possible. Regardless of the success or failure, the attacker takes an automatic point of mental stress each time this ability is used.
 * Telepathy [-2]**
 * Description:** Maybe you access a part of the brain most people never use, maybe your a genetic aberration or scientific experiment; regardless of the exact biological explanation, the effect is the same... you can read minds. You are not a minor talent, focused practitioner, or any other form of magic wielder; your ability is biological. Despite this fact, some crazy zealots calling themselves "wardens" may not give you time to explain that fact before attempting to remove your head.
 * Musts:** Either a template or aspect denoting your ability with the non-magical psychic arts is required. Magic and Psychic powers (the real ones, not the magical imitations) don't play well together. In the event that any mortal magic power (Evocation, Thaumaturgy, Channeling, Ritual) is taken, the character must remove the Telepathy power and regain all refresh spent on it. It is recommended that Sponsored Magic follow the same rule, although the final decision for any specific sponsor is left to the group.
 * Skills Affected:** Conviction (page YS:124), Discipline (page YS:127), and Empathy (page YS:129)
 * Effects:**

//Parsing the Waves.// You may use discipline to defend against deceit attacks and maneuvers instead of the usual skill, and possibly in place of other skills whenever the GM deems it appropriate. On a successful defense against a social attack while using "Reading the Surface" you may place the aspect "Open Book" on the attacker. This aspect lasts for one exchange (not sticky) and may be tagged for a bonus on any other social roll.
 * Reading the Surface [-1]**
 * Description:** You are a natural psychic, and can read the surface thoughts of individuals around you. This is not a violation of the laws of magic, as the thoughts "radiate" out from the thinkers mind.
 * Effects:**

//Mind Over Matter.// Why use muscles when your brain can do the heavy lifting. Might is replaced by Conviction for the purposes of lifting things with your mind. When attempting to throw an object or make a direct kinetic attack with this ability, Discipline replaces Weapons and Fists respectively. //Thoughts Take Flight// [-1]. You may not have wings, but that doesn't mean you can't fly. Many kinds of borders (page YS:212) are reduced or eliminated and you are able to travel through zones (page YS:197) vertically. The Discipline skill is used to govern flight in the same way that Athletics is used for running. //Kinetic Defense// [-2]. Your telekinetic power is great, manifesting in a persistent shield around you granting Armor:1 against physical attacks. When performing a Full Defense (page YS:199) this bonus becomes Armor:2.
 * Telekinesis [-2]**
 * Description:** Not all is magic and mysticism, the human body holds many wonderful secrets of its own. Your secret is the ability to move objects with the power of your thoughts. Regardless of the specifics of your power's source (evolution, chemistry, mutation, technology, etc) magic is not it. Your ability is "natural" and doesn't cause repercussions from the Laws of Magic, although those know as "wardens" generally don't take the time to ask questions if they think you have broken one of the "laws".
 * Musts:** A template or aspect related to your status as a telekinetic is required.
 * Skills Affected:** Conviction (page YS:124) and Discipline (page YS:127)
 * Effects:**

//Assist Vessel.// When someone is possessed by you, they gain the full effect of any powers or stunts you have. What's more, they may use your skills instead of their own. //Co-Pilot [-1]//: The person possessed by you gains the effects of the Demonic Co-Pilot power with you as the demon.
 * Mind Meld [-1]**
 * Description:** You have the ability to possess someone in a benevolent way. Having you in one's head is a good thing, since you can help but not exert control.
 * Musts:** You need some way to become insubstantial in order to enter the target's body.
 * Effects:**


 * Mnemosyne's Shadow [-2]**
 * Description:** Normally filed beside similar abilities like Cassandra's Tears and Prescience, with Mnemosyne's Shadow you learn things without previouse experience or exposure to the subject matter. You literally pull knowledge out of thin air. You Know things....

//**Billy:** "Where does their knowledge come from Bob? "// //**Bob:** "That's still being debated. Mnemosyne is just the popular theory. It could be any number of things including a form of ranged Psychometry or a version of The Sight."//

//Strange Knowledge.// You can use your Lore Skill to get Answers about a subject for a Scene. The difficulty of the Lore check set by the GM should reflect not just how general the knowledge is, but also how secret it is. However, you can't control the breadth or the accuracy of the information gained. You almost always get fairly random knowledge in addition to what is being looked for. For example, if you use the Shadow to gain knowledge about a Clued-in Mobster you may get information about not only his known aliases, but also his shoe size, favorite foods, number of sexual conquests, etc. If using it to find out the combination to the safe, you might get every combination the safe has ever used and the significance of the digits to the safe's owner. //Dangerous Knowledge:// For a price, you can get potentially "Game-breaking" pieces of knowledge such as the Dark Sorcerer's True Name. The Price is negotiated with the GM the same way as an escalated compel. Information such as this that could potentially break a storyline could be worth as little as a few Fate Points or as much as a Serious Mental Consequence.
 * Skills Affected:** Lore
 * Musts:** Must have a High Concept or Trouble that reflects the ability and can be compelled frequently. Examples: The High Concept __**Mnemosyne's Errand Boy**__ or the Troubles __**Knows Way Too Much**__ or **__Insufferable Know-it-all__**.
 * Effects:**

//**Bob:** "This description is mostly accurate William. Shadowers, those with this ability are usually seen as odd ducks but are more often than not misdiagnosed as spies, stalkers or in the case of the Wardens, Warlocks-in-Training."// //**Billy:** "Why's that?"// //**Bob:** "First, because Shadowers don't keep their knowledge for very long. They can learn something one minute and forget it in an hour or two. "// //**Billy:** "Makes you think they're playing dumb. 'How did you learn that state secret?' *Stab*"// //**Bob:** "Exactly. Second, because some meticulous Shadowers write everything they get down immediately and usually have more knowledge than writing materials. They can have a lot of notebooks full of inane stuff just piling up."// //**Billy:** "Sounds like an awesome idea for a Compel. "// //**Bob:** "One of my previous owners' Apprentice was a Shadower who would wake up in the middle of the night and write down entire books he'd never read or heard of before. Some of them he couldn't even read the title. "// //**Billy:** "Holy Crap. Like Ancient Tomes and Lost Tales? "// //**Bob:** "No, mostly just Cookbooks from the Ming Dynasty."// //**Billy:** "That doesn't sound so bad."// //**Bob:** "No, not until a Warden found a copy of a Necromancy Tome on his table. He could read the title. "//

Emotion Burst [-1]: Requires At Range trapping. You may take a -2 penalty to your roll in order to have Incite Emotion affect everyone in a zone. At Long Range [-1]: Requires At Range trapping. You may use Incite Emotion on a target up to three zones away
 * Incite Emotion trappings:**

=Shapeshifting=

Swarm of Nasties (-3): Somehow, one body just isn't enough. Whether you're turning into a swarm of bats and flying off into the night, or a pile of venomous leeches, somebody's going to get freaked out. Requires previous shapeshifting ability.

When turned into a swarm, gain Physical immunity (catch is area attacks + normal weaknesses) Demonic Copilot (either your subconscious desires or actual demons)
 * Everything is Big (as everything is small, but reverse the penalties and bonuses.)

In exchanged, lose all ranged attacking potential, and the ability to block.

=Spellcraft=

//Power in the Blood:// You may spend physical stress to cast a spell or to add power to a spell just as you would mental stress. //Deep Hurting:// You may also take physical consequences to fuel magic, as you would mental consequences. These consequences add power at 1 and 1/2 times their normal value, but may not benefit from any regeneration powers or magical healing on consequences you get that power bonus from. The Blood Drinker vampirism power clears minor consequences as usual.
 * Blood Magic [-1]**
 * Description:** You give your lifeblood as a sacrifice to fuel your magic.
 * Musts:** You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability.
 * Skills Affected:** Conviction
 * Effects:**

Standard Sponsor Benefits, 12 __Rune Item Slots__ (equivalent of __Enchanted Item Slots__) if paying at -4 (If given a cost discount for Evocation or Thaumaturgy, it loses four Rune Item Slots for each point). These slots can be used to emulate any __Evocation__ or __Thaumaturgy__ effect, but may //only// be used for __Rune Magic Items__ or __Consumable Runes__ (although __Enchanted Item Slots__ may also to pay for __Rune Magic Items__ or __Consumable Runes__). A __Rune Magic Item__ works and functions the same as an __Enchanted Item__ (//pre-prepared items//) and a __Consumable Rune__ works and functions the same as __Potions or other Consumables__ (//one-use runes//). //No// channeling (all magical effects are done by using the Rune Item Slots). Others may use Rune Magic Items //without// using an extra slot to make it usable by others.
 * Rune Magic [-4]**

Rune Item Slot = Enchanted Item Slot Rune Magic Item = Enchanted Item Consumable Runes = Potions/Consumables

Treat this as Ritual where the character can only make potions. However, instead of potions, the character prepares runes beforehand using the same rules as alchemy. Full thaumaturgy allows rune magic as a possibility without any additional stunts or powers. Each rune crafted takes up an enchanted item slot, just like a potion, and gets a +1 bonus to power for each additional item slot it takes up. Runes are aimed with discipline, but there is no possibility of backlash or fallout, just as a weapons roll to throw a potion doesn't need to be higher than that potion's power. The spell energies were already focused in the creation of the rune.
 * Rune Crafting [-2]**

=Toughness=


 * Ironhide [-1]**
 * Description:** Dodging attacks is for cowards and weaklings. You are so strong that you can hold your ground while absorbing attacks.
 * Musts:** The character must have a supernatural template and likely toughness powers that justify this.
 * Skills Affected:** Endurance
 * Effects:** You roll endurance instead of athletics to avoid attacks. Additionally, all armor you have is converted from giving you a damage-reduction bonus to giving you a bonus to your endurance to avoid the attacks. A success doesn't mean the attack doesn't hit you, it means it glanced right off you or you're so tough it didn't affect you. This power must be attached to any catches the character has.

=True Faith=

//(This is from the Hangover city, Liverpool, uk setting and found in the Mathers Family of Rare Breed)//.
 * Dedicated to the cause [-1]**.
 * Description:** You effectively count as being in ‘true love’, or whatever the actual catch effect is, when facing a White court vampire, as your dedication to your 'mission' and what is stands for prevents you from being swayed by their powers.
 * Effects:** Immunity form White Court powers. They probably don't like you very much either!

=Vampirism=

//Silence the Beast//. You loose your Echoes of the Beast power. As a Red Court Vampire with a Soul your beast is suppressed by the morals other Red Court Vampires lack. You are reimbursed for the refresh cost of Echoes of the beast, since you no longer have it. //Refresh Bonus.// You have somehow maintained your soul, keeping free will. Add +1 to your refresh level. //Phylactery.// Your soul is stored in an item that you must keep on your person at all times. If it leaves your person, you lose the above benefits, becoming an NPC. You may spend one fate point to give you one day's time to retrieve the item. //Altered Catch.// You are no longer burnt to a cinder in sunlight, but you are weakened in it. In sunlight your catch is automatically satisfied for any attack. In addition add a new condition to your catch: "Phylactery Damage." //Made Whole// [-1]. If you take this upgrade your soul no longer resides in your phylactery, which becomes a mundane item, it has been restored to your body. You lose the "Phylactery" portion of this ability, and the "Phylactery Damage" condition on your catch.
 * Gifted With Soul [+1]**
 * Description:** You are different from other Red Court Vampires. Normally your kind do not have a soul, for it is antithesis to your being, and destroyed once you have had your first killing feed. You however have somehow managed to store your soul in an item, making a phylactery of sorts.
 * Musts:** You must be a red court vampire, must have an aspect that reflects this power.
 * Effects:**

=Other/Misc.=

(Original Source material can be found here: @http://vinlandsolutions.site11.com/Products/DFRPG/SampleTemplates/Immortal.html) //Ageless:// As a side-effect of your supernatural existence, your lifespan is extended indefinitely. You also may not reproduce in any fashion. In game terms these will rarely have relevance. //Awareness:// You automatically sense the presence of other immortals within 2 to 4 zones - determined by the GM in whatever manner best suits the story - as if you had succeeded on a Lore: Mystic Perception roll. However, those Immortals become aware of you even as you become aware of them, so no advantage is ever gained by either. This ability does not determine direction, distance, or number, only that one or more Immortals are in the area. This effect occurs each time a new Immortal is encountered, but only once per scene for any Immortal. Other creatures may perceive this aspect of you through a Lore check, though success is not guaranteed. //Holy Ground:// No Immortal knows for certain what would happen if they killed another on holy ground, they only know that they absolutely mustn't. It is suggested that the Rulebreaker power be used in these situations, however, GMs are free to set their own penalties for violating this rule. Suggestions for optional penalties include negating this power entirely, at which point Father Time returns to collect his due, or inflicting an extreme consequence as if the Immortal had broken a magically binding oath. //The Quickening:// For taking the head of another Immortal, you are immediately granted a Fate point, which you always receive no matter how often you take a head. Taking an Immortal's head also allows the Immortal to purchase stunts or powers which the defeated Immortal possessed, provided you have the refresh to do so. //The Catch:// Decapitation. This power sets an automatic catch of decapitation for all toughness powers acquired by an Immortal, and no other catch may be defined for those powers. It is worth either +1 for Inhuman level toughness powers, or +3 for all others. This catch applies when the Immortal is Taken Out by physical stress and consequences, and the opponent chooses to specifically behead the Immortal as part of their victory conditions. If the opponent does not choose to do so, the Immortal recovers according to the power's normal function. Physical consequences taken that involve the neck area are also subject to the catch and do not benefit from toughness powers.
 * Immortal Nature [-1]**
 * Description:** You are an Immortal, ageless from the time of your first death, and you are not alone... yet. Now is the time of the Gathering, and there can be only one.
 * Note:** In terms of game effects, the uses of this ability are so minor and inherently balanced that they're almost cosmetic; hence the low cost.
 * Musts:** The Immortal Template is required to take this power.
 * Options:** None.
 * Skills Affected:** Lore
 * Effects:**