Delphyrion holds up his phone to his ear and starts talking or whispering to it. Upon closer inspection the screen is off and no one's replying to him and it's just a brick of uranium glass.
On Delphyrion's career:
As much as Delphyrion makes a joke out of it, he still relies on making chemistry videos to make a living. Contracts aren't enough to maintain a good budget for his experiments so he has to dabble in all sorts of different platforms and content. Livestreams, short-form videos, and podcasts are all on the table here, it's just that he doesn't want to be recognized for anything but his actual alchemy. None of his friends know what his channels are.
On Twitch:
It's hard to livestream a full experiment
On Twitch Chat:
Some find it endlessly entertaining to watch an hour-long video of a chair sitting in a hot tub. Delphyrion knows of a bell pepper guy in Los Angeles who has done pretty well for himself by doing that, much to the streamer's chagrin. In Delphyrion's case, Chat has been asking him to blow things up for the longest time. It's an enticing idea but he's still trying to figure out the legality of broadcasting the creation of chemical weapons in front of thousands of people online. In his free time, however, Delphyrion himself becomes Twitch Chat. There's something hilarious about being one of the voices in someone's head and running countless jokes to the ground by doing that.
On brainrot:
After a long day of brain usage, Delphyrion sits down at his computer and doomscrolls. However, the sheer power of an entire Chat shutting down their brains at once can be devastating. They either become a hivemind or an apocalypse. They drive him insane sometimes too.
On uranium glass:
It was incredibly hard to obtain uranium, and he's probably ended up on another watchlist for this. To make the most of this, Delphyrion has made it into a piece of uranium glass shaped just like his phone, complete with some black dye in one part of it to simulate a screen. This is to confuse people whenever they try to steal Delphyrion's phone, because most would stay far away from radioactive materials of any sort. He himself is much safer than he was during the process of making it but he still feels a bit odd about putting it to his ear every time he mistakes it for his own phone. Maybe that's how this gift came about.
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. You must actively and obviously use a phone-shaped brick of uranium glass to activate this Effect.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Gift's Cost is capped at 2 and cannot be increased further.
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 appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.
I stumbled across a man in a dark alley one night will drinking who asked she could have anything in the world what would it be. She said itd be nice to be able to change the world for the better if only the corrupt were gone. The man gave her a book and said if she mastered this she could start on this path. She spent the next month performing the rituals and she succeded turning herself into a human voodoo doll. The next month she was on her way home when she was mugged and she was unfortunately stabbed in the gut however as the blade was removed the robber clutched his stomach and feel to the floor dead.
Spend an Action. Select a target within 300 feet. Roll Charisma + Occult Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The Wound Disappears from Sally and appears slowly on the target.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You are a living jar, your body is round and bulky, which can be a hindrance at times. Your insides are also vulnerable if your jar is shattered.
“Though the jars are brought to life by human flesh and blood, they are all rather kindly folk. Perhaps they were made to be better than their innards. Their fragments command a high price due to the magical power locked within. This leaves the living jars unfortunate targets for poachers.”
You gain the following benefits at all times.
You are permanently and visibly transformed: No head, jar body, digitigrade legs. You are considered to be a Sapient, Non-Living being when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
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.
The Severity of any Injury caused by blunt weapons is increased by 2.
You gain true vampirism
You gain the following benefits at all times. You must actively and obviously be using Red Ruby and my armor to gain the benefits of this Effect.
You are permanently and visibly transformed: True vampire. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Perception is increased by 1, and your Charisma is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
Possession of this Power grants the following Battle Scar: You gain sharp inhuman Canines and small pointed Elf like ears.
Whenever you enter Combat, roll Mind, Difficulty 7. If you fail, you cannot choose which targets to attack.
Possession of this Power grants the following Trauma at all times: You must consume blood to live every four days if not you will lose body and die.
The Severity of any Injury caused by Holy water blessed weapons is increased by 2.
Jordan’s body melts into a lightly teal tinged slime with a spongelike porous core embedded inside—his true alien body revealed. The core leads the rest of the slime in its movements. When threatened, Jordan’s true form can wrap around and consume its foes, dissolving them inside its acidic body.
The slime of Jordan’s true body is a Non-Newtonian fluid— a liquid that can become more or less viscous.
Exert your Mind and spend an Action.
You transform into non-Newtonian slime for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
While transformed, you can make an unarmed attack using Body as your attack roll. The target may contest by dodging or Defending. This attack deals +2 damage.
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.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
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.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
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.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects: