The operator slots the FRM chip into the universal constructor, selects this program, accepts the end-user license agreement, and then waits as it goes into overdrive.
Over the next few seconds, it renders via a sweeping laser 3d print a set of three Bishop combat walkers.
The Bishops are bipedal forms, with a shoulder-mounted metal storm cannon. They have a pair of arms that terminate in both flexible graspers that double as cutters.
Named after the Black Rabbit of Inlé.
The Fabricator is desperate for materials during the process, willing to take it from anything nearby... even the operator.
The license for this FRM unit states that it's not for strategic use, and thus there is an enforced restriction that units cannot move more than 150 feet from the operator or they deactivate.
This is an 'export' version of the FRM unit that includes reduced armor plating and the standard fire control system.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon up to 3 Non-Sapient, Animate Bishop-Class Inlay Combat Walker at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
A black aura, contained within geometric shapes of floating gold, engulfs Madame Ianthe. When it clears and the floating symbols vanish, she is replaced by a small bird, about the size of a raven, made from the aura that engulfed her and ringed by golden shapes.
Madame Ianthe is frail, and she is unable to move quickly. As such, the Madame's recourse to being threatened is to depart from her physical self on black-gold wings.
Exert your Mind and spend an Action.
You transform into a small bird made of floating golden geometric shapes and black fog 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 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.
While transformed, you may speak and use any Influence or Communication Powers you posses.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
Your damaged parts melt like wax under your will and reform by fusing in a weave of flesh, blood and bones that look like fidgeting magot. Your damaged parts are now sculpted anew.
Exert your Mind (unless you win a coin flip) and spend 1 minute. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Crafts 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the weave of flesh, blood and bones that look like fidgeting magot.
Previously obscured in the depths of forbidden knowledge, Hezalea's recent experiences have unlocked a primal fear and anger. Nightmares of skin cracking to the lightest pressure come to light and manifest in a horrifying creature that pulses and takes.
She is now the monster that people have feared her to be.
It was all your fault.
Exert your Mind and spend an Action.
You transform into a black alien creature with pulsing tendrils for 3 minutes. You have access to all of your Powers while you are a black alien creature with pulsing tendrils, 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 2. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Hezalea's nose, eyes, and mouth begin to bleed until her blood takes a mind of its own. It thickens and forms tendrils that forcefully dislocate her limbs and stretch them until she becomes something like a Mimic from the film Edge of Tomorrow.
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.
Contorts and manipulates consumed object into methamphetamine.
Exert your Mind and spend 1 minute to activate. This Effect cannot be used unless Only used to produce meth.
Choose an Object which could fit inside a Ziploc snack bag (up to 1 liter). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Dexterity + Science to fabricate up to 5 copies of 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 end this Effect prematurely as a Free Action.
Kitty can open zir mind to 'hunt' for signs of the supernatural.
Exert your Mind and spend one minute. This Effect cannot be used unless it lasts for only 1 minute. You must actively and obviously use a prism to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You automatically detect all supernatural beings within 100 miles of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
Any supernatural beings detected while this Effect is active are “marked”. You will continue to detect them until the Effect ends, no matter how far away they move. You will also continue to detect them after the Effect ends, so long as they remain within 100 miles of you.
You learn basic information about why each detected being is being detected. For example, if you detect Criminals, you may learn how many crimes they have committed and what type.
You receive a recognisable aura signature for each being you detect.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a great discomfort to all observers.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
You may only use this Effect once per day.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply 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 Perception + Survival to fabricate up to 5 copies of 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.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.