Jordan talks to people in a way that is weirdly comfortable to them, even though he’s often a complete stranger to them. He’s really good at mixing into human conversation and custom, almost like he was custom designed to infiltrate it. He has almost a cultural and situational lexicon in his head that allows him to adapt and slip through any social situation.
Jordan was literally custom designed to infiltrate human societies by his alien masters. Now that he’s awakening to his true nature, his sleeper powers are slowly coming online, with his hardcoded social training finally activating. He came prebuilt with a Lexicon of many human social and cultural norms, which his brain can now access.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You gain the following benefits as long as you have your example.
Your Brawn rating is increased by 3. 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 Trauma at all times: example.
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
UA-566 appears to have countless parasitic creatures living inside of it, some natural (tapeworm, pork worm, flatworm) and others never recorded to have been seen outside of UA-566 in the wild. The unique parasites often seem to have supernatural qualities that manifest in the main body of UA-566. The following is a list of the supernatural qualities UA-566 demonstrates as well as the parasite that is suspected to cause the phenomena. This list will be updated as new parasites are discovered in the body of UA-566.
• UA-566-C: A form of anomalous tapeworm that appears to wrap itself up in the place of the bones of UA-566's host body. These are capable squishing in unnatural ways, allowing UA-566 to squeeze into spaces that even their slight form would be incapable of fitting. At the same time, these tapeworms can harden and stiffen to attack with UA-566's inhuman strength. UA-566 also appears to have splits in their hands, arms, feet, and legs where these tapeworms can emerge and extend the main body's reach.
You gain the following benefits at all times.
You are permanently and visibly transformed: Pale, gaunt form and face with an extremely unsettling, and lifeless expression. Thick hair with pale white teeth buried in the scalp and on the hairline of their forehead like a crown. Deeper in the hair, a gaping mouth gnashes its teeth, hungry for food. You are considered to be a Sapient, Non-Living being when targeted..
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
Your Injuries no longer degrade with time.
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
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.
The parasite seeks a new host.
Exert your Mind and spend one minute. Select a Living or Sapient target within 300 feet. Roll Charisma + Performance at Difficulty 6. The target may resist by rolling Body at Difficulty 6.
If you succeed, you possess your target for a number of days equal to the Contested Outcome. The target has no control over their body or actions, though they retain consciousness and will remember anything that occurs during the possession. While the possession is active, the host body will will move stiffly and unnaturally as the grub puppeteers their movements, making it very obvious to anyone who sees them that something is not right.
Your original body will be left behind, unconscious, in its same location. You may perceive through your original body's senses by Concentrating. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it. If the possession ends and your original body was killed or destroyed in some way, your disembodied spirit will haunt the location where your body died, and the only action you can take is activating this Effect on a new target within 300 feet.
Eviction: If the judicial application of deworming tablets occurs, you are immediately evicted from the host’s body. If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body. Otherwise, they may Exert their Mind to evict you from their body.
Exert your Mind and spend a Quick Action.
You transform into the last Creature you touched until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. The equipment you are wearing does not transform with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
Cornelius has learned to channel small quantities of his divinity into his weapon of choice, a pair of brass knuckles, to deal heavy blows to his enemies in a fight. This causes a faint pink glow to appear around them.
You gain the following benefits as long as you are engaged in combat with Brass Knuckles.
Your attacks with Brass Knuckles deal +3 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
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:
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
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.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival 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 revealed by illuminating the trail in a glowing light and made publicly available.