Polarity Barrier

1
The power to create a protective barrier.
Used by Penny Zefir, Created by Bidlink.
(The target and source of this Effect are obvious to bystanders.You must actively and obviously be using Non-conductive fingerless gloves.)

A Green static charge appears in the form of a barrier around the contractor


Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use Non-conductive fingerless gloves to activate this Effect. Roll Intellect + Technology 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.

The barrier will fall after two hours, 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 Gift's Cost is capped at 2 and cannot be increased further.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Community Power Gifts

You gain the following benefits as long as you have your A heterochromatic yellow crosshair eye..

Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).

Possession of this Power grants the following Battle Scar: Disfigured.

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.

You also gain the following effects:

  • Clear-Sighted: If you see an illusion, disguise, or other false reality, you recognize it as such but cannot immediately see through it.
  • Constant Vigilance: You cannot be ambushed or caught-flat footed when awake. When asleep, you can make a Perception + Alertness roll at Difficulty 6 to wake up in time.
  • Saw it Coming: Any time you make a Desperate Defense, you successfully avoid the incoming Attack without making a roll.You do not suffer a dice penalty next Round. You may use Source to make a Desperate Defense.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • If your A heterochromatic yellow crosshair eye. is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Spend 30 minutes. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. The target can easily Resist.

You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

  • Specialized: You receive +2 dice to a particular non-combat Action.
  • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
  • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
  • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
  • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
  • Zippy: Your Free Movement is increased by 10 feet.
  • Maws and Claws: Your unarmed attacks do +2 Weapon Damage instead of -1.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you're doing surgery on yourself.

This Gift's Cost is capped at 2 and cannot be increased further.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Remember: A Contractorโ€™s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may not augment targets with pouches or implanted devices that are larger than they are.
  • Targets without Body ratings may have a maximum of 4 augmentations.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits as long as you have your grafted adrenal glands.

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).

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.

You also gain the following effects:

  • Absorb: As you are receiving an Injury, you may Exert your Mind to reduce its incoming Severity by your rating in Extra Brawn.
  • Beast of Burden: You may now carry up to your lifting and hauling capacity without suffering an encumbrance penalty or needing to Concentrate. You do not tire from extended physical activity.
  • Tough: You gain Armor equal to half your Brawn rating. This Armor cannot be penetrated or shredded and protects against falling Damage.

  • Armor from multiple sources does not stack. Instead, the highest is used.
  • If your grafted adrenal glands is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as long as you are flying.

Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Exert your Mind and spend 1 minute.

Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.

Roll Charisma + Influence to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.

You may produce Water with this Effect without Exerting your Mind or making a roll. The amount produced is double your normal maximum volume.

Possession of this Power grants the following Battle Scar: Weak Stomach.

  • The Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).
  • If you are able to activate this Effect as a Reaction, its roll contests the incoming Attack.

Stock Power Gifts

You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every day. 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.

You may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.

Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.

Exert your Mind and spend an Action.

You transform into a brown bear for two hours or until you choose to end the Effect. See the Extended System text for stats.

While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive 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 Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.

  • Creature Stats
    • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for โ€œpredatorsโ€). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.

Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.

You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.

  • This includes any objects that come into range during activation.

You gain the following benefits at all times. You must actively and obviously be using a sword 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.

Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

You gain the following benefits as long as you are not in direct sunlight and you have fed on fresh human blood in the past 24 hours.

You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.

Your Injuries no longer degrade with time.

The Severity of any Injury caused by fire and heat is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.