Containment in motion "I got you."

6
The power to transform into House Sized Reinforced Steel Cage or a touched Object.
Used by Scp-999, Created by jwesley123.
(You appear as an object that looks like you. )

Scp-999 has begun to imitate the facilities security functions as well as devices. Though slightly concerning the 05 council has decided to see where he can go. Scp-999 has been known to now turn himself into a large cage to protect or contain in different situations


Exert your Mind and spend an Action or Reaction.

You transform into House Sized Reinforced Steel Cage or a copy of an Object you are currently touching for one hour. 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 transform into any generic inanimate object that could easily be acquired in a town. No firearms or explosives.

You may end this Effect prematurely as a Free Action.

  • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.
  • If a character is inside of you when you revert to your original form, you take a Severity-5 Injury when they burst from your innards as you shrink.
  • You cannot move in any way the object wouldn't normally be able to move. If you are a feather duster, you cannot float around, etc.

Revision purchased with:
Gift from the Asset Gifted spent on improving power: Containment in motion

Community Activated Gifts

Exert your Mind (unless you win a coin flip) and spend an Action.

You transform into a big (~700 lb) leathery gorilla with goat's horns and heavy claws for 30 minutes. You have access to all of your Powers while you are a big (~700 lb) leathery gorilla with goat's horns and heavy claws, 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 1. You do not suffer any Stress while transformed.

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 the visage of a Fallen Angel.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Temptation of a Fallen Angel. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action.

Summon up to 3 Sapient String Cheese People 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.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make Cheestring Punch Attacks. Their unarmed Attacks have 50 feet of range and deal +2 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

(The image is unfortunately AI https://www.deviantart.com/chrisd19/art/Wereshark-968134116 but it fits well enough :-;)

Exert your Mind and spend a Quick Action.

You transform into a wereshark for 3 minutes. You have access to all of your Powers while you are a wereshark, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.

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).

If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the brutal, visceral transformation of a shark monster.

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.

Possession of this Power grants the following Battle Scar: Gilled Stomach: The flesh of your stomach is lined and exposed like a shark's gills. Called shots against your stomach do +2 damage. If an attack hits you which could conceivably hit your stomach, roll 1d10 at Difficulty 6. If you fail, the attack hits your soft spot and does +2 damage.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action.

You may understand and communicate to Creatures and humans as if you are fluent in a relevant language for the next hour.

This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.

  • Communing with creatures does not grant them intellect but does allow you to converse with them.
  • The target of "human" refers to any target that speaks a human language.
  • When reading written communications, you get no information beyond what the writer was intending to communicate.

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 Objects 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.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see that I am storing items inside my own body by swallowing them and getting them out by regurgitating them.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Stock Activated Gifts

Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.

As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.

You are subject to the following effects while gliding or flying:

  • Evasive Maneuvers: During your turn, if you moved mostly through the air but traveled less than your Free Movement, all attacks against you are at a -2 dice penalty until your next turn.
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

Exert your Mind and spend an Action. 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 transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. 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.

Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.

  • Creature Stats
    • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
    • Small (mouse up to regular house cat) Body 1. Brawn 0. Dexterity 4. Cannot injure others with attacks. Cannot die from falling damage. +3 dice to Stealth rolls.
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.
  • The form you take must have the same stats and abilities as a single, extant animal of the relevant size.

Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.

  • Unstabilized wounds do not degenerate during treatment.

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.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.

Summon a single Sapient goon 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.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make melee Attacks. Their unarmed Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are not obviously Alien.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.