Mr. Tummy has a Tamagotchi in his Tummy!
Mametchi the Tamagotchi gives a small vibration of confirmation from inside the Tummy. Mr. Tummy yowls with surprise --
15 feet away, the Officer's service weapon goes off, unfortunately angled into his thigh by the body of the man he's holding down.
⁝⁞⁝⁞ʕु•̫͡•ʔु☂⁝⁞⁝⁝
Exert your Mind and spend 2 Actions. Select a Device within 20 feet. Does not work on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you have a Major Tummyache! 4 Severity. Roll Perception + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
This Effect is not obvious, and the only sign you are using an Effect is Yowling. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Possession of this Power grants the following Battle Scar: Soft spot - Sensitive tummy.
Possession of this Power grants the following Trauma at all times: Weak Willed - I can't stomach this!!!.
Kel Has undergone severe genetic augmentation. In all aspects she is a superior being, despite how she feels about it. A genetic failsafe was built into her, causing her to body to shut down if her collar is removed.
"Test subject number... one-seven-three. Status log 7b post-op, K____ D_______, researcher. Subject one-seven-three's body has been fitted with fibrous conductive filament alongside its fur which act as a sort of natural camouflage, obstructing the full shape of it at a distance. Guards noted these fibers are especially prone to amplifying the shock from their stun batons. Will continue to monitor..."
You gain the following benefits at all times. You must actively and obviously be using A control collar to gain the benefits of this Effect.
You are permanently and visibly transformed: Ferret girl. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, your Charisma is increased by 1, and your Intellect is increased by 1.
Your body is adapted to Stealth. You receive +3 dice on non-attack rolls related to Stealth.
Possession of this Power grants the following Battle Scar: Fuzzy bodied: All social rolls are made at +1 difficulty, beautiful is suppressed.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The Severity of any Injury caused by Electricity is increased by 2.
Harriet looks off into the distance for a moment.
Harriet wishes so desperately to be able to commune with the outside world. Badly enough that Moth awakens within her. It burrows through her head and into another's carrying messages with each beat of it's wings.
Harriet knows none of this.
Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is Harriet's iris' moving like waves. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Trauma at all times: Fluttery: Self Control rolls are made at +1 difficulty.
Belle shrugs off attacks, seemingly coming back stronger
You gain the following benefits at all times.
Your Stress from Injuries is divided in half. Does not reduce Stress from Mind Damage.
Stress from Injuries acts as a dice bonus instead of penalty.
Corpor presses his hands to his temples for a moment, exerting his mind. "Horns" in the shape of heart valves are permanently affixed to his head due to the excessive use of this gift.
Exert your Mind (unless you win a coin flip) and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
Possession of this Power grants the following Battle Scar: Disfigured (Heart-Valve-Shaped Horns).
The two previously dim yellow lights in Astra's roboBunny ears flicker. The roboBunny ears get covered in a black ichor like substance. They become transparent and watery, glass-like before vanishing completely. Not long after, the black ichor covers the rest of Astra's body, gobbling all of her clothes and belongings from head to toe. The glassy, water like shimmer follows, mimicking the black ichor's advance. Astra then vanishes, her silhouette barely distinguishable in an otherwise empty room.
When the girl moves, her silhouette becomes visible, displaying a shimmery, glassy, watery like depiction of whatever it was displaying to conceal Astra. It changes and realigns to make the snowBunny obscured again, only managing after the movement stops.
When the effect stops, the black ichor becomes visible as it retreats back into the bunny ears.
The ichor cannot be touched and any object or person not covered in it will simply go through and touch Astra.
The 'ichor' is in fact an illusion, hence it's non-physical nature. The bunnyEars create a field that 'washes' over Astra's body, clothes and on-person belongings.
While this effect is active and Astra moves, the resulting distortion is the light bending being readjusted, trying to match the surroundings from all possible angles.
You gain the following benefits at all times.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. You only remain obscured while you are standing still; moving or taking actions will suspend the Effect for a Round.
You may turn this Effect on and off at will during its duration.
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.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
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).
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:
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
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.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.