Buttons holds up the bag for any present audience to show there’s nothing inside, she makes exaggerated focused faces as she digs her arm around. After a moment she pulls out her desired object from the bag and displays it proudly with a big smile
Exert your Mind and spend 1 minute. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Accidentally pull out something incredibly useless or dangerous. You must actively and obviously use a bag of any kind to activate this Effect.
Choose an Object which could fit inside a large luggage bag (up to 75 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Charisma + Performance to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
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.
Watchdog must directly contact the target with his eyes for one minute. At the end of the duration, he may psionically direct the target with a single command.
Exert your Mind and spend 1 minute. Select a Computer within 20 feet. Does not work on Alien technology. Roll Intellect + 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 staring at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
The good will of Terry's patients protect him, as long as he's worth protecting.
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming damage from all sources of physical attack except morally justified ones. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Iosef reaches down and touches anywhere on a dead body, a green glow will come out of Iosefs hand, the body will then stand up as a zombie.
Exert your Mind and spend an Action. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have all their Abilities set to 0. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
The Sparkman's experiences have lead him to this point. His body is a battery for a greater purpose, for a storm brewing within. Lightning itself seems to stimulate his being, pain receptors nullified by a change in neuroelectric flow to other parts of themselves.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
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:
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
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.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive.
You can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.