Jessica can transform everyday objects into deadly projectiles. When aiming, a shimmering aura briefly envelops the item in her hand, imbuing it with lethal precision. Each throw leaves a streak of bright, crackling energy, turning mundane items into formidable weapons.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
July 9, 2024, 11:27 p.m. - Revision Cost: 2. Added Enhancement: Junk Wolf, Added Drawback: Maddening
The user orders themselves and their allies to attack the weak spot of an enemy.
Spend an Action. Select a Animate target within 20 feet. You may select a target at any range if you use up knowledge of the target.
Your target is marked with Doctor's Orders. The mark can be easily removed if it is discovered.
You are aware of the marked target's direction and distance from you. This lasts for an hour, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
The ashen form of the phoenix burns with inner fire, replenishing flesh in a puff of hot smoke.
You gain the following benefits at all times.
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.
Known to be extremely deadly and hostile, these creatures require a host organism in order to reproduce. The appearance of the Xenomorph can vary depending on the host in which the embryo is implanted. The Human phenotype is generally around 7–9 feet (~ 2.13 - 2.74 meters) in height and roughly 181.43 to 272.15 kilograms (400-600 pounds) in weight, with a long, muscular tail and large, curved, oblong head.
You gain the following benefits at all times.
You are permanently and visibly transformed: Perfect Organism. You are considered to be a Sapient, Living Creature when targeted..
While in Space/Natural Vacuums, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
You may make a +2 Weapon Damage Thrusting Blade/Stinger attack without additional equipment.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
Possession of this Power grants the following Trauma at all times: Fear of Fire.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
Your hand now empowered by your nano bots have destructive force behind them and give off a quiet shine and golden glow
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Diamond and chest to gain the benefits of this Effect.
Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.
Possession of this Power grants the following Battle Scar: Your left hand becomes metal like.
You also gain the following effects:
Body language changes drastically
This Effect activates whenever getting into combat and failing a self control roll. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You transform into spilt personality for 3 minutes. You have access to all of your Powers while you are spilt personality, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Brawn is increased by 3, your Dexterity is increased by 3, your Perception is increased by 3, your Charisma is increased by 3, and your Intellect is increased by 3. You do not suffer any Stress while transformed.
If you take a Severity 4 or higher Injury while transformed, you change into white hair, red eyes,. All dice rolls are at -1 Difficulty for the next minute or until this Effect ends
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a manipulative cold blooded murderer.
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.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
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.
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 Non-Alien door, container, knot, or lock within arm's reach. 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.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
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.