Xenomorphs operate in hives made of a resin they produce, mixed up with their saliva fluids. The Queen can be generated in more than one way: from specialized royal facehuggers, or maturing from Praetorians, which in turn can mature from Drones or Warriors; by a process referred as 'molting'. Judging from the condition that any Xenomorphs can potentially 'molt' and grow into a Praetorian and then a Queen, the Xenomorph species is likely all unisexual and reproduces asexually by a process called parthenogenesis: a reproductive method practiced by many species on Earth and other planets.
Exert your Mind (unless you are Sculpting) and spend one minute. Select a Location within arm's reach. You must be in an area abundant with water.
Select one of the following alterations to create out of Digested, hardened Resin originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts indefinitely but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Vaelith releases saliva from their gaping maw, and their dorsal tube separate and slip, leaking out their own mucal discharge. The process, a disgusting mess of steaming hot viscous liquid and acidic discharge surrounding them, molded by the movement of their body in this fluid as it slowly hardens to it's desired shape.
Working with illusionary magic, Tighe compels any individual to subconsciously ignore the concept of who they specifically are and overlook them as someone in the background, becoming an anonymous entity in a crowd.
You gain the following benefits as long as they are in an environment that their apparel would fit (somewhere where they could be, a random sweater in a secret facility wouldn't work, but wearing a lab coat in a lab would).
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
This Gift does not affect your clothes or equipment.
Keith Nightly grabs an instrument and pours his soul into a rockin' jam session, letting out a sonic blast so powerful it disorients his target and can rupture organs.
Uses Music
Exert your Mind and spend an Action to activate. Select a target within 45 feet. You must actively and obviously use Musical Instrument to activate this Effect. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much damage plus 3. Armor is fully effective against this damage.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
You look around, highly alert, and your nose wiggles with each sniff as you take in a plethora of sensory information.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Exert your Mind and spend an Action. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Brawn + Brawl at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 10. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
Damage spreads to targets beyond the edge of the initial radius, decreasing by 2 Damage for every 5 feet traveled.
Any object destroyed or individual killed in your blast turns to dust. Any parts of structures within your blast radius are destroyed and cannot bear a load or block movement. Your blast leaves a 15 foot deep crater in the ground and deals +1 Damage.
Anyone who takes damage from the blast is knocked back away from you by a distance equal to the radius. They must succeed a Body roll, Difficulty 9, or be stunned for 1 round.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
The user begins to flow a faint black and white aura, with their target also gaining a similar aura. The target will then mimic the exact movements of the user to a T unless they resist the effects.
Spend an Action to activate. Select a target within 20 feet. This Effect cannot be used unless The target must make the Exact same movements as the user. This means that if the user attacks, the target does too. If the user moves, the target moves too (and breaks free automatically if the range is left). You must actively and obviously use A Theater Mask to activate this Effect. Roll Charisma + Performance at Difficulty 6. may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.
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 of twice the contested Outcome on the Effect activation.
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: The users eyes are permanently pure black. Not just the sclera but the users eyes are quite literally dark voids which no light can enter..
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.