A 14-Victory Seasoned Contractor played by Iamangelofwar in Maelstrom
A guardian, a savior, a fighter, a friend. A woman who’s sole goal in her life was to prevent man made catastrophe from ending the world as we know it. And even her death reflects this. Here, in Crater Hollow, her nature of taking on the weight of the world continues, drawing the toxins from the environment around her, even pulling flames into the ground, causing plant life to surge in the empty crater that was once a town. And at the very center, where an old tree has been cracked in half, from its core grows a plethora of sunflowers.
She will be remembered by all of the good she has done in the world, and will be remembered by the citizens of California, those in Taiwan, her supporters in her home country of Ukraine, and many environmentalists from all over the world. She is the example to follow to show that a life is not defined by its tragedy, only by how you keep moving forward.
Be free, Firebird.
She is 71 years old, lives in the Daybreak, and often appears as a Slavic woman in her mid 30’s, with near glowing green eyes.
Iryna Vorobyova lives in Maelstrom, a setting where videos of the supernatural go viral every day. Her journal has 12 entries.
3 Alertness
2 Animals
4 Athletics
3 Brawl
2 Crafts
2 Culture
2 Drive
1 Firearms
3 Influence
2 Investigation
4 Medicine
3 Melee
0 Occult
0 Performance
3 Science
3 Stealth
1 Survival
3 Technology
0 Thievery
The cancerous growths inside of her, boiling with their own energies of fusion and fission, an eternal cycle inside of her own body to allow for immense growth in her abilities.
You gain the following benefits at all times.
You are permanently and visibly transformed: a living nuclear plant. You are considered to be a Sapient, Living being when targeted..
While in irradiated environments, heat, cold, pressure, and other atmospheric hazards do not affect you, and 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 underwater welding tools. If used to attack, these "tools" use the same stats as a small knife.
Using the radiation welling inside her, Iryna starts a chemical reaction, superheating her body, giving her the ability to start fires. But inversely and more potently, she can absorb the heat and flames into her own body, using them to fuel herself as the more powerful fire source.
Exert your Mind (only for starting a fire, no cost for extinguishing one) and spend an Action to activate. Select a target within 300 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. 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 3 Damage per Round, 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 Exert your Mind to move a fire as large as a fire in a residential fireplace that is within 300 feet to another location within 300 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a fire in a residential fireplace cannot cross.
Thirty-six years. The amount of time spent under that burning heap. The fact she survived it landing on her is a miracle. The fact she survived the radiation is an impossibility.
Now her physiology is irradiated to such a point that mundane diseases can not survive in such conditions, in such a manner of ultraviolet sterilization. Her knowledge of her own body even allows her to target complex diseases and break them down.
You gain the following benefits at all times.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
Iryna takes the item between her hands, and starts to heat and burn, it being torn apart on a molecular level, and these flames and material are absorbed into her body. Explosions go off between her hands as well, as powerful as ever, but dwarfed in her strength as even nuclear reactions are pulled into her form.
Exert your Mind and spend an Action to activate. Select a Non-Sapient Object within arm's reach no larger than a purse (5 liters). Roll Brawn + Athletics Difficulty 6.
If your Outcome is 4 or higher, the target will be fully and completely destroyed, leaving behind no meaningful remains. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
Iryna flushes the target momentarily with searing heat and radiation, partially cooking them from the inside. In doing this her energy is pushed into the creature, searching for tumors, toxins and diseases, and breaking them down into atoms, which her body then absorbs along with the energy she pushed into the creature. The can also use this in open environments, cleansing it just as easily, actually even more so.
Spend 1 minute to activate. Select a Living target within arm's reach. Your target takes a Severity 1 Injury. This Effect cannot be used unless the condition is caused or cured by radiation. Your target must make a Trauma roll when you activate this Effect.
You may cure any any diseases or poisons afflicting your target so long as you have fully diagnosed or understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
This Gift's Cost is capped at 2 and cannot be increased further.
Iryna pulls out a contraption that looks like a cross between a printing calculator, a Geiger counter, and a TI-82, known to her as the IV-23 Mapping Geiger Counter. She turns it on and sweeps the area, infusing the machine with her own radiation and supercharging its effects. It scans the area and prints out the coordinates as well as any instructions on how to get to the weapon.
Exert your Mind and spend one minute to activate. You must actively and obviously use a IV23 Mapping Geiger counter to activate this Effect.
You automatically detect all sources of major environmental contamination and weapons of mass destruction 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 get details of what each detected item is, as if you've glanced at each object.
Even if there are no sources of major environmental contamination or weapons of mass destruction within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
Iryna closes her eyes, and extends a flaming hand. When she opens them again, she can feel the flames inside of her, tugging and pulling in different directions, pulling her to different sources of warmth, and them to her as well.
Exert your Mind and spend one minute to activate.
You automatically detect all beings with an innate affinity for fire within 50 feet 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 and their direction, but you are not aware of their exact locations.
Even if there are no beings with an innate affinity for fire within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
You receive the energy signature for each being you detect.
All beings with an innate affinity for fire who you can sense are equally able to sense you.
Bringing the fire of a nuclear heart to bear upon her fists and feet, Iryna can manipulate the nuclear reactions in her body to generate heat cycles, able to concentrate extreme heat and cold in specific places near instantaneously at the moment of a strike. Using this in tangent with her supernatural strength, she can go toe to toe with the most savage of beasts.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Bonus Damage Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
You also gain the following effects:
This wouldn’t be the first time Iryna has reformed from near death, and it will definitely not be the last. Her wounds clot over with what looks like a molten metal, which gives way to flesh, blood, and bone in a few days time, as it bubbles and blisters like cancerous tumors underneath the corium.
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.
Using her innate talent for energy and heat, channeled through specialty designed braces that almost work as explosive spigots, her sheer resolve and hardiness are the only think keeping her legs from blowing to pieces each time she accelerates to her top speed using this ability, as energy explodes from the back of her calf and the balls of her feet.
Spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. You must actively and obviously use IV23 boost bracers to activate this Effect.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Iryna’s time under that pile of waste changed her, and it still does. Her dna forces her muscles and bones to grow at a cancerous rate, gaining her a standard extra bulk, but also a half a foot in height.
You gain the following benefits at all times.
Your Brawn rating is increased by 2. 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:
These batteries are the size and shape of a Mobile cellphone charger, made of a dense silver metal alloy, full of some glowing green liquid. When activated the cracks and breaks melt gently glowing back into place. These devices disperse no radiation and are extremely stable that the energy stabilizes when the container is broken, so it is completely safe environmentally.
Exert your Mind and spend 10 minutes to activate. Select a Object within arm's reach that is of any size. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Intellect + Science at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
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.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: a compulsion to protect the environment. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
These batteries are the size and shape of a Mobile cellphone charger, made of a dense silver metal alloy, full of some glowing green liquid. When activated the cracks and breaks melt gently glowing back into place. These devices disperse no radiation and are extremely stable that the energy stabilizes when the container is broken, so it is completely safe environmentally.
Exert your Mind and spend 10 minutes to activate. Select a Object within arm's reach that is of any size. You may target Alien technology, so long as you have an understanding of its intended function. More than half the target object must be present in order to begin repairs. Roll Intellect + Science at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
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.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: a compulsion to protect the environment. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
A slice of a sea cucumber well seasoned and tended to. Upon eating, the wound wiggles and squirms as if its coming alive and starts to heal itself. Though to human standards, its pretty disgusting.
Use up this Sea cucumber Slice and spend 1 minute to activate. Roll 11 dice Difficulty 6, penalty does not apply.
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 flesh wiggles and squirms almost as if its coming alive. Its pretty disgusting honestly.
Connor creates magical temporary tattoo paper that individuals can draw a picture on and enhance themselves with Conners brand new item for sale.
Exert your Mind, spend eight hours, and use up this A temporary Tattoo. Select a Living or Animate target within arm's reach. 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:
By transplanting a body part from another creature, you can grant a Powers intrinsic to that body part to the subject.
The augmentations you provide are not outwardly visible nor obvious.
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
Track your current equipment here. You may start with anything your Contractor would reasonably have access to.
These batteries are the size and shape of a Mobile cellphone charger, made of a dense silver metal alloy, full of some glowing green liquid. When activated the cracks and breaks melt gently glowing back into place. These devices disperse no radiation and are extremely stable that the energy stabilizes when the container is broken, so it is completely safe environmentally.
Exert your Mind and spend 10 minutes to activate. Select a Object within arm's reach that is of any size. You may target Alien technology, so long as you have an understanding of its intended function. More than half the target object must be present in order to begin repairs. Roll Intellect + Science at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
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.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: a compulsion to protect the environment. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Iryna Vorobyova was a radiobiologist working on the Chernobyl reactor, when on the day of the meltdown, the ceiling caved in on her, burying her in the mound of corium later dubbed the “Elephant’s foot”. For thirty-six years she clawed her way out, like a tree breaking the foundation of a building, until she was free at last, and she was alone in the darkness. That was until she was captured by the foundation, six hours later.