The bone and muscle inside of UA-566 has been completely replaced with different variations of either UA-566-A or other large, anomalous worm creatures. Although they're visually thin and lithe, they are almost 99% muscle. Because of this, 566's brawn and athletic ability has truly become legendary. Together, the Menagerie is stronger than any man.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Dominic's paranoia has lead to him to develop yet another means of redundant detection that goes beyond the pale of normal reason. By syncing a computer to his personal biometrics he can probe for others watching him by sync'ing to the nanomachines they breathed in through the chemtrails in the air. Once that's done, he knows where they are, and if he tunes it correctly he can even pair with a single watcher outside of range.
Exert your Mind and spend two Actions performing the following ritual: Tapping on the computer to input his specific biometrics and syncing the machine with his personal nanomachines. You must actively and obviously use A computer to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all Beings watching him with malicious intent 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.
Even while this Effect is not active, if any Beings watching him with malicious intent come within 300 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.
When healing himself or others he will not only Force them to drink eatlest a whole bottle of Puschkin Vodka also treating them when on hand with a pickel
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must use up Vodka in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + Melee 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. Your patient is required to Needs to drink a Alcohol beverage eatlest 3 times a day for the next month. If they violate this rule, your treatment is immediately reversed.
You extend your arm towards the targeted area; muffled screams can be heard from those in the blast radius shortly before a torrent of wraith-like phoenixes and… a certain friend of yours… breaks through the ground and radiate outward, bursting into ectoplasm and gnashing and clawing at whoever is caught in their wake.
Ashes disperse, fires ignite. The wrath of the firebird is indiscriminate.
Their ghastly screams cause incredible mental stress.
Live, Jacob…
Live.
Exert your Mind and spend an Action. Select a Location within 40 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Intellect + Investigation 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 the chosen Location with Damage equal to your Outcome + 4.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the mental anguish from the piercing wails and the haunting visages as they burst from the ground.
Gazing at others with his cursed eye, the voice inside his head speaks of their weaknesses if he so wish to know.
Essentially intrusive thoughts
Spend a minute. Select a Sapient target or a Creature within 20 feet. This Effect cannot be used unless your left (compass) eye is undamaged. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same target more than once per day.
The improvements to Russ's body have a few unforeseen consequences the wires that previously were there to intercept signals have begun to spread and wrap around the flesh and bone of Russ, while it is not completely dangerous as it does lend greater power and precision to his strikes than should be possible. The Spinal attachment has become much closer linked to Russ and while it would be harder to remove through force, should one use enough force the results could be catastrophic to his body.
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail.
This Gift's Cost is capped at 2 and cannot be increased further.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift's Cost is capped at 2 and cannot be increased further.
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects: