Full-Body Snapshot "Say cheese!"

1
You possess an augmented or inhuman body.
Used by Ophir "Booh" Bouhouche, Created by TheSuperChrisb.
(Your specific augmentation must be physically visible in some way, but it does not need to make you appear outwardly monstrous or socially unacceptable. )

Ophir's entire body is a camera, and he has spent much of his life perfecting this tiny supernatural mutation into something that could be an impressive ability. His eyes are the equivalent of high-quality professional cameras, whereas the smaller lenses that he can manifest on his limbs and on the back of his neck are similar in quality to phone cameras.

Some of the features he has developed include:
- Full professional camera functionality, including the recording of videos with full sound, multi-shot, sport mode, etc.
- Camera flash and flashlight functionality.
- Zoom and adjustable focus with various internal lenses.
- Night vision functionality.
- 2 TB native storage which can be offloaded to computer or hard drive via USB ("plugged in" using his mouth).
- Internal photo review (though this disables his vision and hearing while in review mode), and external review via USB.

Ophir was born with a rather strange ability, even among the rare few in the world whose lineage gave them minor supernatural powers. Even as a baby, his light brown irises looked oddly mechanical... and his pupils would dilate and contract with quiet clicks. Neither of his parents understood where this odd mutation came from, but they loved him and raised him the same as his brothers and sister.

Even before he was able to speak, Ophir's memory was unmatched by his peers. It wasn't until he was in elementary school that his parents realized that he might be more than what meets the eye. Photos started showing up on the family computer that could've never been taken with a normal camera... with strange and unexpected angles at times when no technology had been around.

He was bitten by the photojournalism bug after joining the A/V club at his High School and starting to better understand camera technology and technique and how it could be used to show the world to those who need to see it. Once he understood the capabilities of mundane cameras... he knew exactly what he would need to do to his own underdeveloped body camera.


You gain the following benefits at all times.

You are permanently and visibly transformed: camera aperture irises. You are considered to be a Sapient, Living being when targeted..

Your body provides you with the functionality of Photography Supplies. If used to attack, these "tools" use the same stats as a small knife.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Community Power Gifts

You gain the following benefits as long as you are engaged in combat with Eskrima Weapons.

+2 dice to all rolls with Eskrima Weapons. You may Defend against firearm attacks from any range using Eskrima Weapons.

You also gain the following effects:

  • Finesse: When Attacking a single target, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Heavy Strikes: If you are attacking with a blunt weapon, if your attack causes an Injury you may choose to knock the target down and back 15 feet. Standing up is typically a Quick Action.

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

All Animate targets within 50 feet are pushed back until they are 50 feet away.

This Effect cannot move anything heavier than 500 pounds.

Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.

Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.

  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Take a Severity-1 Injury and spend an Action.

Summon a single Demon 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 5 dice to attack and +1 Damage.
  • 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. Your minions can fly at their normal movement speed.
  • Intelligence: Minions have dog-level intelligence, and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 3 dice.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • The Injury received from activating this Effect heals in 1 day and cannot be prevented or prematurely healed by any means.

gull found an ancient-looking stick-and-poke tattoo kit suspended in a bubble during a trip to the beach as a teenager, and decided that he might as well use it, since it was free and cool-looking and couldn't possibly have any unforeseen magical consequences. as it turns out, it did, in fact, have consequences, and now he looks like an aquarium. on the plus side, he spits like a pressure-washer.

You gain the following benefits at all times.

You are permanently and visibly transformed: animated tattoos of fish and rippling water. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 1.

You may make a +2 Weapon Damage water-spitting attack without additional equipment.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Charlie feels out souls as if they were abstract environments tied to the person's inner self. A violent and insecure person would have a volcano twisted and bent, about to snap, while a gentle and patient person would have a calm pool of water in a delicate glade.

Charlie's own soul is an ever-changing labyrinth of railroad tracks reaching out in all directions shrouded in concrete tunnels. Among the many tunnels is a single winding rail lit by a green-blue light leading to some unknown place deep within.

(When describing the shape of a character's soul, consider the following:

- What is the character's temperament?

- What are the character's aspirations?

- How does the character view themselves?

- How can you tie the abstract shape of a soul to the character's nature?)

Spend 2 Actions. Select a Sapient target or a Creature within 20 feet. You must actively and obviously use a conductor's cap to activate this Effect. At the end of your investigation, roll Intellect + Occult at Difficulty 6.

You learn all the following information about your target:

  • Determine if this target is Alien in origin or whether it has any Alien energy or outside influences. You receive information about the type of energy, including the name of the relevant Source pool or equivalent.
  • You learn the shape of their soul, which represents a target's core personality, intentions, and emotional state as represented through a thematic and abstract environment.

The quality and specificity of information gained depends on your Outcome. For any information you learn about your target, the corresponding information about you is shared with them.

This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

You cannot investigate the same target 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.

Stock Power Gifts

You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.

Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.

Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.

You learn the following information about the area:

  • You can tell the age of any structure or natural formation in the area. This includes trees and plants growing in the area.
  • 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 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.

Spend a Quick Action. You must actively and obviously use a burlap sack 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.

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

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.

You also gain the following effects:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Exert your Mind and spend an Action.

Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.