Adelia is a puppet made of porcelain, clockwork and oil brought to life by magic rather than being a person of flesh and blood.
You gain the following benefits at all times.
You are permanently and visibly transformed: puppet. You are considered to be a Sapient, Non-Living Computer when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
Rhythmic, you dodge and weave past the mob. Untargetable. Unstoppable. You switch it up before they can lock on, and begin the game again. Never the same interval. Always shifting, always changing. A flawless dance punctuated by the harmless incapacitation of one of their number, until none are left.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using hand wraps to gain the benefits of this Effect.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 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:
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Exert your Mind and spend one minute. Select a Sapient target or a Creature within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Intellect + Influence (6 dice) at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
You cannot investigate the same target more than once per day.
would this have a physical thing at this point? but oh yeah big brain time
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
Xenomorph blood is a potent molecular acid that Xenomorph XX121 contains within its body. A highly corrosive substance, it is capable of burning through virtually any natural or man-made material in short order. While the use of potent acid for blood provides the creature with an obvious defensive mechanism, the fluid's primary purpose is in fact in providing the Xenomorph with its energy. Acid blood is one of the Xenomorph's most recognizable physical attributes, and all stages of the creature's life cycle have been found to contain the fluid.
This Effect activates whenever taking a severity 2 or higher. It does not require an Action or Exertion. Select a target within arm's reach which has both fuel and oxygen available (if you are starting a new fire). Your target should be intuitively based on the triggering event.
You may start a new fire as large as a firepit's fire at your target. 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 target’s 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.
Dr. Freeman engages in an invasive regimen of humor-balancing. Sometimes this means forcing his patient to consume vile mixtures of herbs and minerals, other times, using drugs to induce violent fits of vomiting. No matter the rest of the treatment, he always performs bloodletting, opening a vein to drain a significant amount of blood. The fluids drained this way are streaked with sickening tracks of diseased green and yellow bile.
As awful and disgusting as the procedure is, one cannot argue with the results. The treated patient stumbles away cleansed of any diagnosed diseases, poisons, and venoms.
Spend 15 minutes. Select a Living target within arm's reach. Your target takes a Severity 1 Injury. Your target must make a Trauma roll when you activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
This Gift's Cost is capped at 2 and cannot be increased further.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology (3 dice) Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation (3 dice) at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.