Draconic Fluid Dynamics

2
You possess the ability to move in a manner that ordinary humans cannot.
Used by Tin, Created by TimeGremlin.
(visual-power-alien This Effect has no explicit visibility requirement.)

Building on natural affinities Tin has, she can climb & swim to an astonishing degree.

When climbing her claws find and hold purchase in surfaces well beyond anything a normal human could, and the same supernatural lift that her flight (will come from) creates a gentle breeze around her as it holds her against a surface as well as against gravity.

When swimming, in addition to her fingers and toes producing webbing between them (as it always has, due to her inhuman physiology), a similar thing happens in the water as in air, causing the water to move around her. It lowers the pressure ahead, increasing behind, and flows more smoothly around her.

This is an indication of how dragons (of the sort she is, not necessarily all of them) are able to fly. As this ability gets stronger, it will lead to being able to glide, and eventually fly. With practice, it will also allow her to climb as fast as she can run, matching the swimming speed this has given her.

Note, air is a fluid just as much as water is, it's just thinner.


You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Amphibious: You are able to move about in liquids using standard Movement rules rather than any special swimming rules.
  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at half your normal movespeed.


Community Power Gifts

You gain the following benefits at all times.

Your Stress from Injuries and Mind Damage is reduced to 0.

Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up Wine in order to activate this Effect. Select a Battle Scar on your target to treat.

The treated Battle Scar heals as you finish activating this Effect.

  • 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 at all times. You must actively and obviously be using Stellar Navy Fleet Officer's Uniform to gain the benefits of this Effect.

You are permanently and visibly transformed: augmented eyes. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 2.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action to activate. Make a Trauma roll when you activate this Effect.

You automatically detect all Spatial Anomalies within 50 feet of you for the next ten minutes. 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.

Even while this Effect is not active, if any Spatial Anomalies come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.

Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.

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.

You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.

You may only use this Effect once per day.

  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • 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.

Stock Power Gifts

You gain the following benefits at all times.

Any Injury you receive from a source other than silver or fire. 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.

Injuries you receive from silver or fire. are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.

You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

When you phase out, you may bring up to 1 additional target in arm's reach with you.

  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • In the case of a failed activation, GMs should consider how bystanders would realistically react to a potentially-outlandish accusation of mind-reading.
  • 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 at all times.

Your senses are enhanced in the following way.

  • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

  • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a cricket chirp to “ping” with your echolocation each Round you wish to use it.