An Infinite Helix “At long last, I’ve done it.”

1
Requires Seasoned
The power to generate useful mundane items.
Used by Morgan Wells, Created by Ozz.
(This Effect is obviously Alien when used. )

It all begins with a variety of small tumors forming along the biologist’s hands, breaking off after a few seconds into meagre balls of flesh. Each one has a consistency close to bread dough, capable of being molded, merged, and shaped into the user’s desired form. Some semblance of sentience comes into shape halfway through the procedure, when they receive a small bit of fresh blood from him.

During the “birthing” process, the creatures have a cry similar to that of a human infants. After all, they are just extensions of Morgan, granted greater form through the art of grafting. These perfect beings remain unmarred by the passage of time, free to live as they see fit.

All for a better world.


Exert your Mind and spend 15 minutes. This Effect cannot be used unless you are creating a creature.

Choose a specific kind of Object or Creature 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 Intellect + Science to fabricate 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.

  • You may cause a created item to expire at will as a Free Action, destroying the item.

Community Power Gifts

You gain the following benefits as long as you have your head spikes.

Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power 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:

  • Remarkably Self-Aware: You may roll Intellect at Difficulty 6 to “scan” yourself for abnormalities. With Outcome 1-3, any outside influences on your thoughts/mind will be detected, as well as Traumas. With Outcome 4+, you may Exert your Mind to cancel the Effect. One attempt per Effect.

  • If your head spikes is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).

Possession of this Power grants the following Battle Scar: Hair Trigger.

You also gain the following effects:

  • Saw it Coming: Any time you make a Desperate Defense, you successfully avoid the incoming Attack without making a roll.You do not suffer a dice penalty next Round. You may use Source to make a Desperate Defense.
  • Seeing Double: The ranges of all your senses are multiplied by 2.
  • Can't Unsee: Any Trauma rolls you make are rolled at +2 Difficulty.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

Any Injury you receive from a source other than Electricity heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.

Injuries you receive from Electricity are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

Spend an Action. Select a target within arm's reach. This Effect cannot be used unless Must be used right after angel travel. Roll Brawn + Brawl at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.

If you succeed, your target will be pushed or pulled towards a surface within arm's reach and is restricted at that location by an intangible, ethereal binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Mind divided by 2, they are encased and cannot take any physical Actions until they break free.

Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome equal or greater than the original Contested Outcome.

You may use this Effect as a Reaction to contest any physical Action a target is taking. Excess Outcome does not restrict the target.

Your bindings affect intangible beings like ghosts.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Teleports a person back in time and they grow old fast..

You become fully restricted by this Effect, and are unable to resist it, though you may still attack or attempt to escape the binding as normal.

This Gift's Cost is capped at 2 and cannot be increased further.

Possession of this Power grants the following Battle Scar: Looks like code/disfigured.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.

  • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.

Stock Power Gifts

Take a Severity-1 Injury and spend an Action. You must use up a corpse in order to activate this Effect.

Summon a single zombie at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.

  • Attacking: Minions can make melee range attacks with 5 dice to attack and +1 Damage.
  • Body: Minions have 6 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence, and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 3 dice.

Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.

Exert your Mind and spend a minute. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.

You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:

  • A single Trauma
  • Up to two points of Mind damage
  • A single Injury and any Battle Scars it caused
Both yourself and the target can take no other Actions until the transfer is complete, or it will fail. Cannot be used again for the next hour.

Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.

Exert your Mind and spend an Action.

You may move easily and without a roll in any of the following situations. Lasts 2 hours.

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.