Dr, Rockman, points and waves his stick at a target and they are covered in white divine fire. The fire burns through objects and monsters of evil but leaves innocents unharmed as the fire is cool to them. The fire is fueled by the sins of the target as it burns them and their crimes away.
horrendous acts include anything that would set off Murder, Atrocities, large scale deception(con-man stuff).
Spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). This Effect cannot be used unless the target is Evil (done a horrendous act in the last 8 hours or is monster) and in angelic form. You must actively and obviously use a big stick to activate this Effect.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. 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 depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
You may spend a Free Action on your initiative move a fire as large as a firepit's fire that is within 20 feet to another location within 20 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a firepit's fire cannot cross.
This Gift's Cost is capped at 2 and cannot be increased further.
UA-566 is a sapient entity dwelling inside of the body of a roughly 30-year-old biologically male human. The entity inside of UA-566 claims to be the collective consciousness of the symbiotic organisms living inside of the body. It claims to not understand human socio-emotional concepts such as art or self-expression. It seems to have a preservation instinct informed by experience with human technology, as it has always attempted to avoid firearms, knives, and electric shock during testing.
The most noticeable anomalous quality of UA-566 after initial containment is the carnivorous parasite (Taenia crinium) housed in its neck and scalp, henceforth referred to as UA-566-A. UA-566-A is completely fused with the primary body of UA-566, and efforts to remove the parasite has lead to the near-death of UA-566 numerous times (see Transcription:1-4A). UA-566-A is comprised of numerous tendrils that grow from the host's scalp, disguising itself as thick, oily hair. These tendrils can extend a surprising length from the central body of the host and easily squeeze through tight spaces. Underneath the tendrils is a gnashing mouth at the base of UA-566's neck that is constantly pulls perceived food into itself. A number of thorny teeth have also grown out of the central mouth of UA-566-A, buried within the pseudo-hair as well as at the top UA-566's forehead, forming a line of sharp bones reminiscent of a crown.
It is apparent that UA-566-A has a level of autonomous control that occasionally overrides the collective consciousness inside of UA-566. UA-566-A has grappled and bitten a number of researchers in the past, and testing on UA-566 now requires a metal hairnet to keep UA-566-A under control.
UA-566 claims that UA-566-A is a "new addition" to it's "collection," and therefore struggles to follow the commands of the central consciousness. It claims to be improving its control over UA-566-A but a statistical analysis of recent incidents involving UA-566 have demonstrated this to likely be a falsehood.
*Addendum 566-1:* It appears as though UA-566 has developed a stronger neurological link with UA-566-A. It claims to have "worked out their differences" and "bonded over a shared love of eating." Note that UA-566-A has not been recorded to have any interest in anything other than the consumption of raw meat.
*Addendum 566-2:* UA-566 has gained an enhanced level of agility with their limb, being able to squeeze its tendrils into extremely tight spaces without sacrificing manual dexterity. It is now capable of opening doors from the inside of its containment unit. Ensure that security doors are water-tight in order to prevent a security breach.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Garrote.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
The Skull is visible to all who would look upon the man who has undergone the transformation and his Phylactery Amulet is in the shape of a human skull on his neck proudly displayed for all to see. His Amulet in some form or way will try to persist as around his neck visible at all times. His Balaclava now serves a double purpose of hiding his identity and his horrific appearance that may set some off.
You gain the following benefits at all times. You must actively and obviously be using Phylactery Amulet to gain the benefits of this Effect.
You are permanently and visibly transformed: Shade Tinted Pale Skin with the Skull visible with no exterior tissue. You are considered to be a Sapient, Non-Living being when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
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.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
You can squeeze through any cracks and passageways a cat would be able to.
Possession of this Power grants the following Battle Scar: Missing Skull Tissue.
Whenever you enter Combat, roll Mind, Difficulty 7. If you fail, you cannot choose which targets to attack.
The Severity of any Injury caused by Anything Holy is increased by 2.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
The guise of humanity is dropped. Panels open up and heat starts radiating from the core. All pretence of humanity drains from my eyes as limiters are disengaged. All power diverted to combat systems.
Zeta's limiters are dropped and extra radiators protrude from Zeta's back. The excessive heat melts the flesh and burns the cloths on Zeta's body revealing a mechanical nightmare that was hiding underneath.
Zeta's metal skeletal structure elongates to provide more leverage. The hands are revealed to be serrated claws. Zeta's now revealed chrome skull splits in half and the melted flesh drips away to reveal more mechanical eyes that over her entire head. Tooth caps fall away to reveal rows of sharp, pointy teeth.
Steam shoots out from under Zeta's revealed ribcage and bellows around her feet. Zeta's thigh bones split in two as they're revealed to be double and reverse jointed to provide greater maneuverability.
Zeta only has one thing left to say before the voice box is shutdown as it's power is diverted to combat prowess.
"Targets Acquired"
Exert your Mind and spend an Action.
You transform into Battle Mode for 3 minutes. You have access to all of your Powers while you are Battle Mode, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Obviously a murder Machine.
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
Some horrors are a little too much for the human mind, but others are watered down enough to simply leave them with horrible mental scars instead.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you severity-4 injury. 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. Roll Charisma + Occult Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, your target will take 2 points of Mind Damage and gains two new Traumas of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
these Traumas cannot be removed by spending Experience and undergoing mundane therapy. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
Possession of this Power grants the following Trauma at all times: you must roll self control in order to act in a regular manner, rather than be overtaken by intense religious fervour once per contract..
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. 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.
You transform into a vampire bat or a wolf 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. Any equipment you are wearing transforms 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.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.
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.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. 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. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine 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.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
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).
You also gain the following effects: