throws hammer
You gain the following benefits as long as you are engaged in combat with throwing hammers.
+2 dice to all rolls utilizing throwing hammers.
You also gain the following effects:
small cloud
you jump in and out of a portal so quick that you don't even notice it and appearing as far as your energy allows leaving but a wisp of smoke.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
You must hold down the button and speak clearly into the walkie talkie, instructing one of the guards from your museum to report to your location.
Exert your Mind and spend one minute. You must actively and obviously use Walkie Talkie to activate this Effect.
Summon a single Armed Museum Guard at your location. They will last until they are destroyed. They are controlled by the GM and will not necessarily obey your commands. You may have at most 1 minion active at a time.
You may only use this Effect once per day.
You are a Fext, a form of Slavic undead that is sort of like a vampire mixed with a zombie but without the never ending hunger, you do not decay but your skin gains a pale grey colouration.
You gain the following benefits at all times.
You are permanently and visibly transformed: Fext. You are considered to be a Sapient, Non-Living being when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by Glass is increased by 2.
On a successful roll, contractors will see letters on one of their forearms.
You gain the following benefits as long as you have your SPQR brand on forearm.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
SCP-XXXX's tongue is long and prehensile, with a pointed tip and a series of sharp barbs along the underside. The tongue is able to stretch to a length of up to two meters when fully extended. It is covered in a layer of mucus that helps it slide through flesh and muscle easily, allowing SCP-XXXX to pierce the skin of its victims and extract their blood with minimal resistance.
The tongue is also highly muscular, allowing SCP-6284 to manipulate it with precision and strength. When not in use, the tongue is stored within SCP-6284 mouth, coiled up like a snake. The tongue's appearance is often described as both alluring and grotesque, with its sharp barbs and mucus-covered surface contrasting with its smooth, sinewy texture.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Thrusting Sword (Dex + Brawl, Dif 6, +2). If hit with this proboscis like appendage then the target gains a -1 dice penalty to all physical rolls..
Your appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You cannot alter the appearance of your flesh and blood.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.