UA-566 appears to have countless parasitic creatures living inside of it, some natural (tapeworm, pork worm, flatworm) and others never recorded to have been seen outside of UA-566 in the wild. The unique parasites often seem to have supernatural qualities that manifest in the main body of UA-566. The following is a list of the supernatural qualities UA-566 demonstrates as well as the parasite that is suspected to cause the phenomena. This list will be updated as new parasites are discovered in the body of UA-566.
โข UA-566-C:
โข UA-566-D:
You gain the following benefits at all times.
You are permanently and visibly transformed: Pale, gaunt form and face with an extremely unsettling, and lifeless expression. Thick hair with pale white teeth buried in the scalp and on the hairline of their forehead like a crown. Deeper in the hair, a gaping mouth gnashes its teeth, hungry for food. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
Possession of this Power grants the following Battle Scar: Monstrous: Pale, gaunt form and face with an extremely unsettling, and lifeless expression..
Exert your Mind and spend an Action. Select a target within arm's reach. Roll Brawn + Brawl at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but cannot move to a new location.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of Damage equal to twice the original Contested Outcome. Damage from multiple attacks is cumulative and stacks linearly.
You may use this Effect as a Reaction to contest any physical Action a target is taking. Excess Outcome does not restrict the target.
Freeman performs aggressive field surgery, stitching together new organs and tissues from spare body parts. He grafts these replacements into his patients and sews them up, leaving nothing to remind them of the event save the beating of a foreign heart in their chest.
Exert your Mind and spend 2 Actions. Select a Living target within arm's reach. You must use up body parts in order to activate this Effect. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine 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. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you remove the patient's body part and fashion a replacement with something else.
Your skin turns purple, cracks, and crumbles away in scales, the Gore Magala bursting from your corpse in a spray of blood and viscera that turns to scaly dust. The Gore Magala is a shadowy dragon that cloaks itself in its own dark wings, its purple and black scales absorbing nearly all light.
Exert your Mind (unless you win a coin flip) and spend an Action.
You transform into Gore Magala for two hours.You are unable to revert to your original form at will and must wait for the duration to fully elapse before returning to normal. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Roots slowly extend out from Carpathia, their ends glowing gently. They hang suspended in the air as Carpathia speaks into an acorn under her breath. After a minute, the roots all rapidly withdraw beneath Carpathia's skin.
All of the events that transpire in a location, all the thoughts and feelings of the creatures that inhabit the area, all of these things come together to form a spirit that reflects all these things. Technically, the entire universe has formed a spirit. Carpathia is just able to speak to a specific piece. But these spirits are unknowable, and if Carpathia is not careful she can be overcome by the sheer weight of the history around her. The world is rarely so directly hostile towards one of it's inhabitants, especially one as tied to it as Carpathia, but it can overestimate her psyche.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet You must actively and obviously use Acorn to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
Rajhad has trained his entire life in the Art of Strangulation - a superb expert in grappling, he is most dangerous when he has someone to squeeze.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for grappling and choking. The target's Armor is fully effective against this damage.
You also gain the following effects:
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the targetโs Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
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 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.
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.
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.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
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.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
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 may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. 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 may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.