Crystal flight My body is becoming less human, but more me

1
Requires Seasoned
The power to fly through the air at impressive speeds.
Used by Pal, Created by RNGrant.
(This Effect is obviously Alien when used.)

Moonstone focuses, and the same transformation energy that gives her her form extends to her back, giving her wings made of energy and crystal. They move and extend from her back, but can compact tight, giving her strong control over her movement.


Exert your Mind and spend an Action. This Effect cannot be used unless Is Moonstone. This Effect remains active for two hours.

As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You may ascend into the air and fly using your Crystalline Moonstone wings. You don't require extra clear space on any side in order to fly, and get +2 dice for any rolls made to maneuver in mid-air. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your Crystalline Moonstone wings via a called shot or Battle Scar, you can only glide until they are healed.

You are subject to the following effects while gliding or flying:

  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

Community Power Gifts

As Lewis was performing his experiments on the human body, one of the patients wasn't sedated enough and ended up giving him a shoulder injury in the struggle.

You gain the following benefits at all times.

All Stabilizations you attempt are considered Proper Stabilizations.

Possession of this Power grants the following Battle Scar: Left Shoulder Subluxation: One of your shoulders is damaged. Whenever it takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it..

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to animate non-living beings, including Effect activations, receive +2 dice.
  • Unconventional Methods: When Stabilizing an Injury, you may opt to attempt a Makeshift Stabilization instead at Severity +2 Difficulty. If your Outcome is 4 or higher, the Injury is reduced by 2 Severity levels and its Battle Scar is set on the road to recovery. Outcomes less than 4 have the normal effect for Makeshift Stabilizations.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

After facing the storms, Mike was forced to confront his weakness in information gathering, and delved into studying ways to reveal hidden information. the quality of what he gleans is tied to how well the runes are drawn, as a crisp, superlative rune provides detailed information, so does a crude, deformed rune give a murkier view.

Added focused drawback for rework. reduction of cost to 1

Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet You must actively and obviously use some type of eyeglasses to activate this Effect. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Dexterity + Crafts at Difficulty 6.

You learn a single specific piece of information, chosen from the following list, about the area:

  • You can locate the source of any Alien energy or the presence of any Alien effects on the area. Specific information about the function of these effects beyond their general type is not forthcoming.
  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same area more than once per day.

  • 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.

> "MAKE THEM BELIEVE, THAT OFFENSIVE OPERATIONS, OFTEN TIMES, IS THE SUREST, IF NOT ONLY MEANS OF DEFENSE" - GEORGE WASHINGTON, 1799

You gain the following benefits as long as you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Brutal Strikes: If your attack inflicts a Battle Scar, you may choose which of the appropriate-severity Battle Scars the target suffers. If it causes a less severe Injury, you may inflict a Minor Battle Scar of your choosing.
  • Disarm: If you successfully Defend or Clash with a melee attack, you may take possession your opponent’s weapon or launch if up to 35 feet away.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Exert your Mind and spend an Action. You must actively and obviously use Hat to activate this Effect.

Summon a single Sapient replica of yourself 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 one active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make Rifles Attacks. Their unarmed Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 3 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. If ordered to protect someone with its life, your Minion may sacrifice itself to absorb an Attack on their behalf, provided it is within 15 feet of them. Your minion is able to Thievery and Stealth with a 7 dice pool. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are not obviously Alien.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The Wrangler holds his hat and his body begins to contort, limbs jerking and twisting in unnatural, stuttering motions, his avatar emits visuals similar to breaking bones..

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

He's a talking plastic skeleton, it doesn't really need to make sense.

You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.

Stock Power Gifts

You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

  • This Effect’s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.

Exert your Mind and spend an Action.

Summon a single Sapient roadie 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 one minion active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 3 dice to dodge, Grapple, or make roadie Attacks. Their unarmed Attacks are melee range and deal +0 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Your minion is able to lifting and hauling with a 7 dice pool. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are not obviously Alien.

You may only use this Effect once per day.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.

The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their smell, hearing, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.

Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.

The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.

  • You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
  • while you can use an illusion to obscure something smaller, you cannot make anything directly invisible (you can’t make a tank look like a regular baseball, but you can hide it in an illusion of a giant baseball).
  • You may only puppeteer a single illusion at once.
  • 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.

Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.

You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

When you phase out, you may bring up to 1 additional target in arm's reach with you.

  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

You gain the following benefits at all times.

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

You also gain the following effects:

  • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.
  • The Price Of Fame: Any sightings or recordings of your activity can easily be traced back to you. Even when disguised or using an alias, people always get a Perception check to recognize you.

  • A "social gathering" might include a birthday party, after-work drinks, a ski trip, or yoga in the park, among other things. It likely would not include a cult gathering to summon a demon, Congressional negotiations over a contentious bill, etc.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.