Containment in motion "I got you."

4
The power to transform into SUV Sized Reinforced Steel Cage or a touched Object.
Used by Scp-999, Created by jwesley123.
(While transformed, you appear to be a normal SUV Sized Reinforced Steel Cage. )

Scp-999 has begun to imitate the facilities security functions as well as devices. Though slightly concerning the 05 council has decided to see where he can go. Scp-999 has been known to now turn himself into a large cage to protect or contain in different situations


Exert your Mind and Spend an Action to activate. Make a Trauma roll when you activate this Effect.

You transform into SUV Sized Reinforced Steel Cage or a copy of an Object you are currently touching no larger than a suburban home for one hour. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings. You can be targeted as a Non-Living, Sapient Object.

If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.

When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.

  • You cannot move in any way the object wouldn't normally be able to move. If you are a feather duster, you cannot float around, etc.
  • If a character is inside of you when you revert to your original form, you take a Severity-5 Injury when they burst from your innards as you shrink.

Community Activated Gifts

Exert your Mind (unless the target has cancer) and spend 2 Actions. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you give them, instead, un-reversed fast-acting cancer.. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Technology 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.

If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the inator fire a ray of pure cancer, stimulating cancerous growths and bulbous flesh-melting which very quickly "rolls" and "melds" back into the body to return one to normalcy..

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Unstabilized wounds do not degenerate during treatment.

As Bill pulls out an empty thing of Fireball, he proceeds to swirl the bottle with an oddly green liquid.

Use up this Alcohol and spend 15 minutes. Roll 7 dice at Difficulty 6, dice penalties do not apply.

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.

  • This consumable is destroyed when used and cannot be used again.
  • Unstabilized wounds do not degenerate during treatment.

Exert your Mind and spend an Action to activate. You must actively and obviously use a bass guitar to activate this Effect. Roll Dexterity + Performance at Difficulty 6.

If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The Barrier will fall if you are interrupted, or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this Effect again for a minimum of 2 Rounds. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.

This is one of the most common magics of the Fae—glamour…the ability to confuse and muddle mortal vision. It was granted to Colvin by the Spear of the Wild Hunt, upon completion of a ‘hunt’. Though the Wild Hunt was led by ghostly leaders of legends, and Norse Gods, its ranks were oft made up of Fae…those cruel, capricious torturers. Though he despises Fae, the spear is beginning to turn Colvin into something beyond human. Not fully Fae, but not fully mortal either. It is beginning to make him a Member of the Wild Hunt.

Exert your Mind and spend an Action.

You and any clothes or equipment you are wearing are partially obscured from sight for the next 10 minutes. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty.

Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 day.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Many ages ago, these manacles were used in a ritual to bind a powerful monster known as 'Aginos'. This beast is depicted in Greek and Roman mythology as a terrible demon of great might, that was killed by a great heroine. However, these are not mere legends as this artifact was found by Alfred Birgir during a hike in Corno Grande.

Exert your Mind and spend a Quick Action.

You transform into Aginos the Hulking for 3 minutes. You have access to all of your Powers while you are Aginos the Hulking, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 1. You do not suffer any Body or Mind Penalties.

Your body is adapted to Destruction. You receive +3 dice on non-attack rolls related to Destruction.

You may end this Effect prematurely as a Free Action.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Seeing a man’s flesh pop and bubble, as his body destroys itself only to rebuild into a horrific monster..

Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Activated Gifts

Exert your Mind and spend a Quick Action.

You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).

Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

This Effect activates whenever combat begins. It does not require an Action or Exertion.

You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.

Exert your Mind and spend an Action.

Summon a single roadie at your location. They will 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 1 minion active at a time.

  • Attacking: Minions can make melee range attacks with 4 dice to attack.
  • 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 may use equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 3 dice. Your minion is able to lift and haul equipment with a 7-dice pool.

You may only use this Effect once per day.

Exert your Mind and spend an Action.

Your senses are enhanced in the following way. Lasts for three hours.

  • Thermal: You are able to "see" heat signatures within your line of sight.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.