Firebird Made from the ashes of the fallen..

2
Requires Seasoned
You possess an augmented or inhuman body.
Used by Billy Chance, Created by geniebottle.
(Your specific augmentation must be physically visible in some way, but it does not need to make you appear outwardly monstrous or socially unacceptable. )

Hardened skin makes Billy immune to the heat, and lets him live as long as needed in order to slay those who've wronged him.


You gain the following benefits at all times.

You are permanently and visibly transformed: Blazing Form: Skin is hot to the touch, eyes faintly glow and a smell of smoke always follows in your wake. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.

You no longer age naturally, and supernatural attempts to age you fail.

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)

You may make a +2 Weapon Damage choke attack without additional equipment.

Possession of this Power grants the following Trauma at all times: Righteous Anger: You must roll Self-Control to avoid fighting anyone who commits an injustice, even if it would put your life at risk.

You cannot wear standard human clothes. Using equipment, vehicles, or facilities designed for humans is not always possible and always comes with increased Difficulty.

  • Your heat resistance does not extend to your equipment. Fire does not degrade this effect over time.

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Revision purchased with:
Improvement from running Party Rockin' spent on improving power: Firebird    (since refunded)
Revision purchased with:
Improvement from running Club Siren's Wolf Problem spent on improving power: Firebird    (since refunded)
Revision purchased with:
Gift from the Asset Gifted spent on new power: Firebird

Community Power Gifts

Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Perception + Performance at Difficulty 6.

If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this damage.

  • 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.

Exert your Mind and spend an Action to activate.

You transform into Abberant Humanoid for 30 minutes. You have access to all of your Powers while you are Abberant Humanoid, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).

You do not suffer wound penalties while in your Alternate Form.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see His body twisting, stretching, and folding out like someone knitting his corpse into a new form..

Possession of this Power grants the following Battle Scar: The area of his chest where his heart is located is swollen, the veins around it inflamed and a deep red and blue, making it hard or impossible to hide..

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

You cannot speak any coherent verbal language while transformed and must resort to other means of communication.

  • Reminder: Bonus Damage from multiple sources does not stack. Instead, the highest Bonus 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.

You gain the following benefits at all times. You must actively and obviously be using a piece of quartz weighing exactly 21 grams to gain the benefits of this Effect.

You are permanently and visibly transformed: blank. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Intellect is increased by 1.

No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.

Your appendages can reach an additional 30 feet.

Possession of this Power grants the following Battle Scar: Weird Inside - All rolls intended to diagnose or treat you medically are made at a -2 penalty.

Possession of this Power grants the following Trauma at all times: Unforthcoming - Roll Self-Control to be able to consent to any form of tracking or monitoring, or to volunteer any information that could potentially be personally identifying.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • You may stretch or retract your limbs once per Round on your Initiative.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can stretch to reach an additional 30 feet.

Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

Your Extra Appendage is incapable of fine object manipulation.

  • You may stretch or retract your limbs once per Round on your Initiative.

Exert your Mind and spend 1 minute.

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 cannot create firearms.

Roll Intellect + Crafts 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.

  • The Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).

Stock Power Gifts

Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.

If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • 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 this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • 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.

Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.

You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration

The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • 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.

Exert your Mind and spend an Action.

You automatically detect all illegal materials 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 do not learn any details about the detected items.

  • This includes any objects that come into range during activation.

You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, sleep, and air.

Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 45 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.

The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.

Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.

If the contested Outcome is positive, the target takes that much Damage plus 4. The target's material Armor is completely ignored.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.

  • "Material Armor" includes armor from equipment but not Armor from Mythic Brawn, barrier, or mystical armor.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.
  • The area you choose where the trap can be triggered may be just a single location, similar to a tripwire or a pressure plate, or it can be a proximity trigger which hits anyone who comes within the specified range of the trap. This is defined by you when you place the trap and cannot be changed once the trap is placed.