No longer pretending to have the faculties of a human, Everblue, the goopy guy that he is, shuts off all the unnecessary bodily functions. Like just being alive...
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
The alien symbiote residing in the Contractor feeds primarily off blood and/or spinal fluid. If this diet is not maintained, it will be forced to feed on the host, slowly killing them both, or weave itself a protective cocoon out of it's amber like secretion & entering a period of dormancy. It should be noted that the flower often fully replaces the digestive system of the Host organism at this point, requiring no other food/water & only minimal air or sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without sleep and air.
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. While Hibernating, you are wrapped in a protective shell. You take a maximum of 1 damage from any attack and are impervious to environmental conditions.
Instead of food and water, you must consume Blood/Spinal Fluid daily for sustenance. For every day you fail to consume it, you lose a point of Brawn. If your Brawn falls to 0 in this way, you die. Your Brawn is fully restored to normal as soon as you fulfill your dietary needs.
Possession of this Power grants the following Trauma at all times: Spread the Contagion.
The monster collector goes up to the injured hydra spawn...softly cooing to it as he gets closer...before pulling out a gun and yelling at it to "GET IN THE DAMN BALL!"
Exert your Mind and spend a Free Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. You may select a target at any range if you use up a part of the target. You must actively and obviously use gun to activate this Effect.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you just fucking verbally assaulting this thing...what the fuck man.
Possession of this Power grants the following Trauma at all times: Abusive - You very obviously don't treat others right, and that's not cool. (Whenever you enter into conversation with someone, roll a Self-Control roll in order to not be very obviously an asshole and receive UP TO +2 Difficulty to speak with this person).
Fexts possess incredible strength and inhuman durability leading many to call them invincible, while the statement of them being invincible is not true it is true that they can achieve feats of strength inaccessible to most.
there are no outward changes.
This ability is caused by the users soul affecting the body
You gain the following benefits at all times.
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).
You also gain the following effects:
The user´s body is covered in tribal patterns
You gain the following benefits at all times.
Any Injury you receive from a source other than Mistletoe heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: The user´s body is covered in tribal patterns.
Injuries you receive from Mistletoe are increased in Severity by 1.
Everything's dark. Breathe. In, out. Slow. Open your eyes. Focus.
Ten meters and the shroud of darkness is all that stands between you and your prey. The string goes tense as you begin to draw, the rain providing no bane to your accuracy.
Loose. Sixteen arrows embed themselves in sixteen targets, a lethal blow being rendered to all.
You gain the following benefits as long as engaged in combat with bows.
You receive +2 dice to all rolls using bows. Reloading is considered a Free Action.
You also gain the following effects:
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
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 mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
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.
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.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
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 may create firearms.
Roll Perception + Occult 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.