Stinky Pete’s transformed body is uniquely adapted for various practical uses, resembling a living toolkit. His tail, long and prehensile, is remarkably strong and flexible, capable of acting as a makeshift crowbar for prying open doors or lifting heavy objects. The tail’s dexterity also allows it to function like a slim jim for unlocking car doors or a screwdriver for turning screws and bolts.
His fur, while coarse and rugged, hides an unusual ability: individual hairs can be plucked and used as lock picks, perfect for delicate lock-picking tasks. These hairs are surprisingly tough and flexible, making them effective tools for manipulating locks and small mechanisms.
His hands, though larger and less capable of fine manipulation, have the strength and shape to serve as glass cutters or portable angle grinders. By using the edge of his palm or his nails, he can score and break glass or grind down surfaces with surprising efficiency.
You gain the following benefits at all times.
You are permanently and visibly transformed: Monkeyish Humanoid. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1.
Your body is adapted to Sprinting. You receive +3 dice on non-attack rolls related to Sprinting.
While in Mountainous Areas, 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 are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
Your body provides you with the functionality of Breaking And Entering Tools- Crowbar, Lock Picks, Screwdrivers, Glass Cutters, Slim Jims, Drills, Portable Angle Grinder (Tail and Plucked Hair). If used to attack, these "tools" use the same stats as a small knife.
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: Self Sufficient- You can not trust another with your life without a self control roll.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
July 28, 2024, 11:15 a.m. - Revision Cost: 2. Added Enhancement: Tools at Hand, Added Drawback: Paws
When Grognar unleashes his power with his weapon in Hand, the air thickens with the stench of blood and smoke. The world shifts into a blood-soaked battlefield, endless warriors locked in perpetual combat—forever fighting, forever dying. The cries of fallen soldiers fill the air, and the ground trembles beneath the weight of endless war. Time itself fractures, dragging everyone within into Grognar’s tortured past. Those around him are lost in the chaos, overwhelmed by the brutal memories of battle and the maddening repetition of war.
This gift warps time and space, summoning a reality where past and present collide. The area becomes a fractured reflection of an eternal battlefield, where warriors are caught in a loop of endless combat, repeating the same war over and over. Time flickers, causing both Grognar and his enemies to experience a distorted sense of the past, while the surrounding environment warps under the weight of this unending conflict. Those within this space suffer debilitating effects, their own personal traumas and memories of war surfacing in response to the overwhelming chaos.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must actively and obviously use His Axe to activate this Effect. 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 create a hemispherical dome of an old Battlefiel originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in any number of the following ways:
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Kanni's fingers split open, revealing minute tools, which promptly begin to work constructing and implementing various codes and objects into the computer, allowing Kanni complete access to the system while she works.
Spend 1 minute. Select a Computer within arm's reach. Can be used 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.
Your command does not have to take effect immediately. Instead, upon a successful Hack, you may specify a condition under which the specified command is issued or simply suspend the Command until you desire to activate it.
Every hack you make leaves behind Any lights attached to the system turning purple and yellow in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Kanni's fingers split open and fold back, many tools revealing themselves as they begin to pluck and play with the device, scanning, prodding, etc.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
To get stronger, countless times, this body shattered, over and over and over again, but he must press onward, shouldn't he? If not him, who else?
You gain the following benefits at all times.
You are permanently and visibly transformed: Countless scars along his body. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Perception is increased by 1, your Charisma is increased by 1, and your Intellect is increased by 1.
Possession of this Power grants the following Battle Scar: shoulder subluxation, tinnitus, and bloodied knuckles.
Sycamore coughs up a small haze of orange and green that smells like woodsmoke. Their eyes water slightly from the sudden choked feeling, but heat comes in the same moment, enough to evaporate the tears into a colored haze of their own. If they could feel pain, it would certainly come here, but all pain has been replaced by "encouragement." Before the flames are directed, they run briefly along the deeper gashes and wrinkles in Syc's scarred flesh. They are the same orange and bright green as the haze, and seem to burn with conviction and a hint of malice if they get to burn bright enough.
Syc's preferred vape, Elfbars, were recently made illegal for marketing to children with flashy packaging and sweet flavors. Similar products got the same treatment, but that nicotine fix was important, dammit. They resulted to cigarettes, getting used to the burnt taste quicker than expected. This ability was discovered in a bout of "can't find my lighter!" frustration, throwing the cig onto the carpet and lighting it in the process. That carpet will never be the same, and is partially covered by another rug now. The way this gift manifested is likely also due to the last job Syc had ending in being blown up by another teammate, losing their leg and covering their left side with burn scars.
Exert your Mind and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You may start or extinguish a fire as large as a torch's flame 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 2 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 torch's flame 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 torch's flame cannot cross.
You gain the following benefits as long as you have your my dick.
Your Brawn rating is increased by 1. 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:
The mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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.
The magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.