Magical Nature

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Magical Nature (minor) by Cardiac

For all intents and purposes, the character is considered to be a minor supernatural creature. This supernatural nature gives him some benefits and hindrances.
Benefits:
Fatigues at half the rate (does not affect any other fatigue modifiers - chose the best one)
Heals at twice the normal rate (does not apply to any other healing powers)
Resistant to (pick one; fire/heat, cold, electricity, acid/corrosion, poison/toxins, or radiation) - half damage and effects (does not increase existing resistances - pick the best one).
+2 vs normal diseases, poisons, toxins and gasses
+2 vs possession and horror factor
+1 save vs magic
+1D6+1 to any one attribute (not considered supernatural, but can be used to exceed the normal human limits)
+1D4x10 to PPE
The character's physical attacks (as well as damage caused by his other powers) are considered to be magical in nature.
Possible Hindrances
The character shows up as a supernatural being on various scans.
The character radiates his alignment (Psi-sensitives and those who can see auras can "see" his alignment clearly)
Any special attacks that do extra damage to supernatural creatures affect him the same way.
Depending on what other powers he has, a spell or ability that negates magic can also negate them (temporarily).
Plus, select one of the following allergies: light, darkness, water, fire, cold, electricity, radiation, specific inorganic (silver, iron, etc.), or specific organic (wood, a poison, etc). Being exposed to the allergy causes 1D6 damage per melee (or an extra 1D6 damage per strike).