Spirit "Power can come from the heart too."

5
Requires Seasoned
The power to augment others' bodies.
Used by Maze, Created by Ricterx.
(While you are augmenting your target, it is obvious you are treating them. The augmentations you provide are not outwardly visible nor obvious. This Effect is obviously Alien when used.)

Maze's unyielding spirit and drive push him to become as best as he can be, as such he strives to do better and his spirit adapts to the situation to make it so. Giving him a new skill:

Spirit: Maze is capable of passively altering himself to fit the situation he's in, becoming better given the circumstances. He may share his spirit with others, allowing them to be empowered for some time as well.

On activation a meter appears next to him, with the word "Determination" on it, the bar is nearly always maxed out as a firey aura appears on his body for a brief few seconds before augmenting himself with a new ability or skill.


Exert your Mind (unless Atlas is active) and spend an Action. Select a Living target within arm's reach. The target can easily Resist.

You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:

  • Specialized: You receive +3 dice to a particular non-combat, non-Effect Action.
  • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
  • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a backpack.
  • Armor: You have 3 Armor at all times. As always, Armor from multiple sources does not stack.
  • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a backpack.
  • Zippy: Your Free Movement is increased by 15 feet.
  • Maws and Claws: Your unarmed attacks do +3 Weapon Damage instead of -1.

The augmentations you provide are not outwardly visible nor obvious.

You may end this Effect prematurely as a Free Action.

Your alteration "heals" over the course of the next month, after which it is fully cured.

  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may not augment targets with pouches or implanted devices that are larger than they are.
  • Targets without Body ratings may have a maximum of 4 augmentations.
  • Example environments for adaptation: space, all saltwater, all fresh water, all water under 50 feet deep, all water deeper than 50 feet, the jungle, radioactive areas, a specific alien world, etc.
  • 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.

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Revision purchased with:
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Gift from playing in Starlit Pines spent on improving power: Spirit    (since refunded)
Gift from playing in Starlit Pines spent on improving power: Spirit    (since refunded)
Revision purchased with:
Improvement from running Maikendo spent on improving power: Spirit    (since refunded)
Revision purchased with:
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Community Power Gifts

You gain the following benefits as long as engaged in combat with Pistols.

+2 dice to all Pistols rolls.

You also gain the following effects:

  • Double Tap: “If you are wielding more than one firearm, you may make a single Attack roll to attack that many targets, splitting the Outcome evenly between them. You choose which target is hit by each weapon and how to allocate any remaining Outcome.
  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.

Exert your Mind and spend an Action. This Effect cannot be used unless you take someone with you.

You phase out of reality for up to 1 hour. During this time, you cannot 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.

When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

You may only use this Effect once per day.

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

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

You gain the following benefits at all times.

You are permanently and visibly transformed: Odd seamlike tattoos along his arms, upon further inspection the seems are true scar like lines in the skin that mark where the skin can break to allow the fingers to change into the shape of tools or weapons. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.

Your body is adapted to Escaping from Combat. You receive +3 dice on non-attack rolls related to Escaping from Combat.

Your body provides you with the functionality of Mechanics Tools. If used to attack, these "tools" use the same stats as a small knife.

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

The Severity of any Injury caused by Acid damage is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Spend an Action. Select a Living target within arm's reach. Roll Intellect + 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.

If the target receives an Injury, they are knocked back 5 * Severity feet.

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.

If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

Stock Power Gifts

Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the 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. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.

  • 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.

Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.

You are transported directly to the chosen Location. You must wait an hour before activating this effect again.

  • 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.

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 may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.

The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • Depending on the length of your message, it may take a target some time and/or effort to understand it in its entirety.
  • 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.

Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.

If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.

You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.

Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.

Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.

Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.

Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Access to equipment-based Gifts such as Signature Items depends entirely on whether you are holding the relevant object, and is not impacted by whether or not you are possessing a target.
  • 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 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:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.