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).