Anomalous Rules Pitch

Anomalous and preternatural technology: Some agents in the Foundation have acquired or are born with supernatural abilities, natures, or items that alter how they operate on the field and on base. An anomalous trait or item should be written as a *Spec* skill and may only have a maximum value of 4. The higher the value of a trait or item the more severe its drawback should be. The drawback should relate to the anomalous traits they are attributed to and generally should not just be a random negative. Any one can have a random down side. Anomalies should generally be specific in how they negatively affect the wielder.

There are four major types of anomalous categories a character can use:

1. Active anomaly: An active anomaly is usually a supernatural power the character may have that they must activate at will to use. The ability to teleport short distances, see through walls at will for short a duration, or the ability to levitate off of the ground are all examples of an active anomaly. Their drawback should cover some thing relative to their power in some manner but should not only take effect when their ability is enacted. For example; A character who can teleport may have unstable cells or a molecular structure that keeps them from naturally healing from injuries and could force them to bleed excessively even from minor injuries. "X-ray" vision may come at the cost of permanently-photosensitive eyes that can be blinded by direct sun light and require specialized glasses just to stand out in the day light.

2. Passive anomaly: A passive anomaly is an abnormal trait that is either always in effect around the character, is always on standby and specifically triggered by an outside force or event, or simply exists in the same space of the character at most times of the day outside of their control. They may have a limited ability to disable it but the basis of this category is that they are not consciously activating it. Passive anomalies may be that the character is unnaturally swift and strong, are accompanied by an otherworldly force of its own will, or are innately immune to possession or mind control. A character whose speed and strength are beyond what is natural may be off-set by having an extreme metabolism that can leave them temporarily exhausted after exhibiting their features, while a character with a supernatural companion / exterior presence may adversely be at the influence of this entity that can influence certain actions or events.

3. Listed / Racial anomaly: A listed or racial anomaly is a supernatural trait that contains a major topic with a number of underlying minor affects. These can be some of the most dangerous anomalies to put on a character whether it be from other supernatural creatures, monster hunters, or things that would have no effect on an average person such as the mere act of being out in broad day light. A listed or racial anomaly could be that a character is a sorcerer and is capable of casting a number of small supernatural spells, a lycanthrope that can transform in to a half-human monster at will(Or not. This may even be one of their weaknesses.), or a Fae creature with the ability to temporarily glamour others and craft illusions. Weaknesses to listed or racial anomalies should be as numerous or hazardous as the sum of their abilities. A sorcerer may be prone to being particularly susceptible to magic effects from other sources and vulnerable to a certain magical element, while a lycan may be allergic to specific materials and plants that damage them on contact while simultaneously having small physical tells to their abnormality even in human form that could give them away to a keen observer or another anomalous entity. New addition: Racial anomalies can potentially be very powerful due to their lack of human limits and thus should be balanced heavily with their weaknesses and disadvantages. Racial and Listed anomalies should clearly list all of the advantages and disadvantages that come with being a non-human for the sake of clarity.

4. Anomalous or super-tech equipment: Anomalous or super-technological equipment are exactly what they sound like and may have the most lax drawbacks depending on their power levels. Anomalous or super-technology are items and weapons that either have been enchanted some how, are naturally magical, or are of such advanced technology that they are simply superior to most things they come across. In most cases, the former-most cannot be easily replicated due to its advanced or complex nature. Examples for these could be an enchanted sword with the ability to cut through any known material, a spy-glass that grants the user a minor font of information on any object or creature it is made to view, or a robotic suit that grants the user a singular ability or access to powerful heavy weapons that an unequipped person would be unable to use. Examples for drawbacks could be that an enchanted sword may be extremely fragile and force its user to use it only when absolutely necessary for risk of it shattering, an enchanted spyglass may be up to a GM's discretion and may give you either completely useless or blatantly counterproductive information, and a mech suit could have a large and easily exploited weak point that could cause more damage to the wearer than if they had never had it on to begin with. Naturally equipment anomalies are a some what exempt from the rule about drawbacks as they are items that would need to be used in the first place for any interaction to be taken. Some may not even have a draw back due to how minor or miscellaneous their effects are.

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