Acumen: Trigger

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Acumen

Trigger: ​You can't stand your stepbrother. He's your age, but he's got way better scores than you, so your mom and stepdad both fawn over him like he was a fucking puppy dog. Maybe if you were born with the big fucking brain and he was an idiot, he'd be the one moping. Fucker. Today's the day you're expecting reply letters from most of the colleges the two of you applied to. He gets into his first choice, naturally. You... you... you don't get into any of the colleges you applied to; your grades and SAT scores are just too shitty. "Something the matter?" He asks. You trigger as you seethe with jealous rage. When the parahuman observes a person applying a skill (including one the target lacks, but would apply if possible), they feel an instinctive thrum in their head, and can reach out and try to draw on the person's skill, stealing it for their own. The target immediately knows the effect is taking place, but can't stop it other than by physically forcing the parahuman to stop. The parahuman can only target one enemy and one skill at a time in this manner, and can voluntarily sever this link as a free action (including reflexively to cease stealing one skill and start stealing another that he sees someone use). The link has a maximum range of about a city block. For quickly sketched NPCs who just have +1d instead of true skill pips, every other round, the target suffers a -1d to their skill, and the parahuman gains one pip in that skill every round. For PCs and more fully fleshed out NPCs, they drain pips at a rate of one per round, and the parahuman gains one per round. The parahuman cannot exceed his target's original skill in this manner. If a character runs out of skill bonus/pips, the parahuman can keep the effect on them, but this only debilitates the character when using the skill, it doesn't boost the parahuman further: every other round, they suffer an additional -1d when using that skill, so they roll two dice and take lowest, then three and take lowest, etc. The skills revert back to their true owner at the rate of one pip per hour or 1d per two hours, but if their original owner is killed while the theft is ongoing, the parahuman retains the newly enhanced skill indefinitely. The parahuman can also use the conduit for an offensive purpose, pushing feedback information back through it. This halts the drain on a character for a round, but automatically and without a roll inflicts the effect (but not damage) of a Lesser Shock. This can be done as a free action.

Aero (New!)

Trigger:​ You were a TA at a state university, and you saw a young woman handing out flyers and endorsing political views that, to put it charitably, you very much did not agree with. You decided to protest her, making a sign and chanting out what were definitely politically volatile statements. Only, you wound up blowing up in the local media, local state representatives deciding to make ruining your life their personal hobby horse. The administration can’t fire you outright for engaging in political speech during your off hours, but they sure as shit can make your life a hell of lot harder. The process drags out, semester after semester lost to you as you struggle to mount a legal case so you can do your fucking job. You trigger under the stress of it all. The parahuman creates a mecha, which they drive from within its chest. The mecha is fairly agile and has wind and air-based special abilities. Their build list is at the end of this sheet.

Basilisk (New!)

Trigger:​ You didn't do anything, didn't touch anybody. Some group of girls at high school decided it'd be fun to spread rumors about you, and you hope they fucking enjoy it. People treat you like a social pariah and a predator, and you're called into the office on an almost monthly basis about some accusation or other, none of them true. After getting suspended for something you didn't do, your father picks you up, his face stony as he drives home. You're absolutely miserable, but it's his words that finally push you over the edge. "Look. You can't keep doing this." Trigger. While active, the parahuman's power causes the eye to naturally draw away from them, creating an intense sense of unease to those who try to observe them. This effectively inflicts a -1 and -1d to virtually all offensive rolls made against them: attacks, attempts to convince them of things, attempts to read their emotions, attempts to detect them. It inflicts a lesser penalty to defenses (avoid being convinced, dodge/block, etc), of -1d. If the number of dice would be reduced to zero, the person instead rolls twice and choose the lowest. People can overcome this effect, with two consequences: 1. The target has to make a Guts roll (DC 4, +1 each round) at the end of each turn they look. If they fail, they avert their gaze until their next turn, lose a half-action from their next turn, and the DC resets to base. 2. The parahuman can attempt to lock eyes with them (Wits v. Wits); if successful, they're frozen and unable to act as long as the parahuman keeps up their gaze. If the parahuman is struck, they must make a Guts check (DC 3 for Lesser, 5 for Mod, 7 for Critical, +1 if it inflicts pain) to keep up the gaze. Pain and damage do not jostle their target from this state.

The parahuman can also focus the effect to a single target at the start of their turn, granting them a +1 to all rolls against that target, but causing it to have no effect on others.

Bewitch (New!)

Trigger:​ You were an atheist kid, but college was when you rediscovered spirituality. Not through Christianity, but through neopaganism. You got a new group of friends, like-minded people. Then, all of the sudden, your luck starts going bad. Rumor is, you're cursed. The vague, inescapable feeling follows you, little things adding up, your friends pulling away so they aren't caught up in the curse. Your sleep becomes fitful, your grades decline... it just gets ever worse. There's a meeting about it, and it turns out they don't just think you're cursed, but that you tried to call on something evil and now it's haunting you. They insult your intelligence and your competence as they describe all the 'evidence' of what you did and how this is just a 'consequence,' and you just completely lock up, not even being able to react. Trigger. Power applies mild Stranger effect through speech; so long as the parahuman continues talking to the target with their power active, the target must make a Guts roll (DC 3, +1 for each successive round) to take any action other than listening. Mechanically, the parahuman must spend a single half-action each round maintaining a constant cadence. A person in this state can be gently nudged and guided with one's hands to walk, put hands in a place, etc. When the parahuman stops speaking, or is forced to change targets, the effect immediately ends, and the DC to resist resets. The effect is not subtle, and it can only be applied to a single target at a time. The parahuman can, as full round action, involving chanting and waving of hands, with apparent blue-green electricity sparking from their hands and mouth, inscribe a mark on a target point on the ground, which glows and visibly pulses with the occasional arc of that same blue-green energy. If an ordinary person walks into the area of the mark, they become trapped by a more extreme version of the above effect, immediately disabling them with no roll until an outside person moves them out.

Blitzen

Trigger:​ You have some very extreme manic episodes: you get crazy, irritable, worked up, distractible and restless, and you’ve taken way too many risks and done way too much stupid shit when you’re having an episode to just ignore it. You go for therapy, but the issue is resistant to treatment, and finally you come up on electroconvulsive therapy. Desperate to fix this and put your life in good order, you consent to ECT. It messes with memories and can cause confusion, and in your case, it does both, and you come out of treatment confused by where the hell you are and why this shit is stuck to your head. Trigger as you freak out. As a full round action that is canceled if they are attacked before the start of their next turn, the parahuman can enter a Breaker state, in which they appear as a purple, ‘electrical’ figure of human shape. While in this state, they aren't truly solid, and can move through transparent objects (e.g. windows) without a roll or harming the object they pass through. They can still be disrupted by normal attacks, however. While in their Breaker state, they have a total of two pseudo-wounds. Taking any damage removes one; when all are spent, they're forced out of their Breaker state. In their Breaker state, they can attack with an ethereal strike, effectively dealing Moderate Shock in melee. On a successful strike, their momentum allows them to make an additional attempt to hit any target, to a maximum of one additional time, with no penalty to to-hit on second attacks. Each time the parahuman successfully hits an opponent, they gain one charge, and each time the parahuman is successfully hit, they also gain one charge. They lose one charge at the start of each of their turns. So long as the parahuman has at least one charge, they are even less solid than normal, and attacks pass through them harmlessly, though they can still attack as normal. The parahuman can bring weapons and equipment with them into their Breaker state, and they don’t need to leave the Breaker state to do so (so they can equip themselves without leaving the Breaker state). Most equipment has no effect and doesn't work properly (guns don’t fire, computers stop working, etc). However, muscle powered weapons such as crossbows and swords deal Moderate Shock at close ranges, with potential bonuses to reach or accuracy, depending. If thrown or fired at a target less than 10’ away, they deal a Moderate Shock and revert to normal, giving the parahuman one charge. Otherwise, the object loses its cohesion and becomes unable to deal damage directly, but when it strikes something solid (including enemies, the ground, etc), it turns into a wild, chaotic storm of energy, inflicting a Lesser Shock to anyone within 10’ of it until the end of the parahuman’s next turn.

Bloodletter

Trigger:​ Bullies at school have driven you into a tailspin. You can't take it, and one night, you take a straight razor to your wrist, planning to kill yourself. You can barely do more than nick the skin before your brain refuses to assist you any further, and you finally throw the razor done on the ground in frustration, realizing there's no escape left for you. Trigger. Parahuman can perceive circulatory systems for a distance of up to 200'. This allows them to detect opponents through walls, ignore the effects of concealment, and grants them a +2 bonus to Empathy rolls when the other person is attempting to conceal emotions associated with an elevated heart rate, like fear or anger.

Due to the parahuman’s special awareness of circulatory systems, all attacks deal a variant on the bleed effect, dealing a Lesser Wound (Guts versus DC 4 to prevent) after one round of being untreated, and repeating until the person afflicted bandages it (an action requiring a full round). This does not stack across multiple applications, but can be reapplied on a successful hit after the damage is bandaged up. The parahuman has a secondary power, the ability to fire thin red darts the color of congealed blood. These darts can penetrate a single typical wall or ignore two layers of armor (or penetrate some lesser mix of cover and armor), and inflict Lesser Pierce damage on a hit.

Boil (New!)

Trigger:​ You’re physically fairly large, with a “mean” sort of face, but you’re also painfully scrupulous and generous - your biggest social fear is that you make somebody uncomfortable, not that you yourself are humiliated or hated - and people like you for it. Your job has been stressful this past week, and that becomes a stressful few months, but you keep up the quiet, nice routine. Then one of the new hires fucks up your work - weeks down the drain - and you just snap. You get angry at her, scream in her face, and wind up reducing her to tears. The environment in the workplace changes, everyone suddenly seeing you as this dangerous monster, tiptoeing around you. It’s not who you are, it’s not who you want to be, but it’s how everyone sees you, just because of that one little thing. Every action you take is one you have to examine to see if you’re intimidating someone. Trigger. As a half-action, the parahuman causes one of their limbs to bloat up, increasing massively in size and efficacy. When an enemy damages the chosen limb, the limb bursts, and a thick splatter of gritty red blood escapes the damaged limb, leaving an enormous mess. For one round, the limb cannot be used, but the parahuman takes no damage otherwise. Damage to the hit location is counted as damage to that limb (rather than its opposite), since it’s much larger and more liable to absorb an attack - called shots hit whichever limb the attacker prefers. The parahuman can also voluntarily detonate a limb, causing the same effect, as an attack action. The blood has a consistency more like sand than blood proper, gritty and easily gumming up any mechanical devices. When a limb bursts, the blood sprays out on anyone within 5’ of the parahuman, inflicting the damage of a Moderate Burn and the effect of a Lesser Burn. Further, if someone who has already been hit with the blood is hit again, they make a Wits/Reflexes roll, DC 4; failure means they drop anything they’re carrying and are blinded for a round. If the parahuman bloats up an arm, they gain the ability to inflict a Moderate Bash, +3 Brawn, +5’ reach, and the ability to make sweeping attacks that hit everyone in melee range for a Moderate Bash. They can also intentionally block with their arm, rolling Dexterity at +1 versus the attack roll - on a success, the arm absorbs the damage and bursts, as normal. If the parahuman bloats up a leg, they gain an effective +1 to Ath for movement and dodging purposes, +10’ to movement speed, and the ability to “stomp” the ground, inflicting the effect (but not damage) of a Lesser Shock to everyone in melee. They can also make a large leap, consuming an attack action. They leap up to 40’ in a chosen direction, or 20’ straight upward, and if they collide with a target in their path (Athletics-based attack roll to hit), they inflict a Moderate Bash and knock the target down, moving them along with them as they go. Doing so provokes an attack of opportunity from those in melee range, however. The parahuman can only have one limb bloated at a time.

Brushfire

Trigger:​ You’re on the run, the cops on your ass as you stumble through the woods, getting caught in the underbrush, thorns scraping at your legs. You can hear the barks of police dogs not so far behind you as you keep running. Your lungs burn in agony as you come up on a cliff face that the foliage kept hidden. You start to climb it, but the dogs are so close. You trigger as you see the glint of flashlights over the cliffline. Parahuman has two, interconnected Blaster powers. One fires a glob of green, fungal materials at targets, repeatedly inflicting Lesser Burns and the ​pain​ condition each round until the target takes a half-action to wipe away the gunk (Brawn check, DC 5, to remove). The other fires a mote of fire at targets, dealing Moderate Burns to targets hit, and two Moderate Burns to targets already hit with the fungus (and clears the fungus). Firing at the fungus also creates a 10’ radius explosion of flame, inflicting one Moderate Burn to people who aren’t coated with the fungus. Can make Dex/2 shots per round, of either kind (or alternating), with a range increment of 60’.

Bumper

Trigger:​ There's nothing wrong with fucking a girl and then abandoning her, right? Right. It's not like you're legally obligated to stick around. If she thought otherwise, not your fault. Her big brother seems to disagree, however, and he's a cop. He blusters and swears at you on the phone, but you ignore it - he's not the first male family member to complain about your 'douchebag' sexual behavior. It's when you're caught out alone on a walk home, him tasing you in the back, in full police uniform, that your analysis starts to change. In agonized pain as he keeps the current up, twitching and spasming on the ground, you hear him sneering and insulting you. Mostly, though, it really hurts and you can't move at all. Trigger.

If the parahuman touches another person and activates their power, they create a chain-like energy projection that rapidly shoves a person pack forcefully 30’, having to roll Athletics (DC 4) to avoid taking a Lesser Bash; if they’re shoved into a wall, they take the Bash no matter what. They automatically are pushed 5’ away from the parahuman each round at the start of their turn. Repeated applications of the power add an additional chain, increase distance shoved initially by 10’, the DC to prevent damage by one, and result in additional +5’ push each round. Characters with superhuman strength can make a Brawn check (DC 8, +1 per extra chain) to avoid being shoved back, but are staggered nonetheless. The power can also be applied to static objects, such as cars, shoving them varying distances based on their weight. If the parahuman maintains and concentrates on a static object, they can greatly increase the power of the eventual push, generating additional chains connecting it when the connection is released. After one full round, they can shove a typical car 50’, typically inflicting two Moderate Bashes if it hits the target, and after two full rounds, they can do it to very heavy vehicles such as busses, inflict a single Critical Bash instead. Past this, there is no additional effect. These chains can be interrupted, albeit not near the point they attach to the parahuman or his target - only the middle portion is actually vulnerable, with the attachments being insubstantial. Moving through it inflicts a Lesser Shock, and kills one such chain; attacking it is an attack against a static DC of 4. Finally, the parahuman may use this power defensively; if they draw the energies into their hands and successfully block a projectile, weapon, or other physical attack by making a Wits roll against the attacker, the object is affected as with this power (potentially disarming an opponent, or sending him hurtling back if he struck unarmed), and the parahuman suffers no damage.

Callous

Trigger:​ It was a bad trip; the drug was different from what you thought, or maybe you just had a nasty reaction, but it feels like there’s insects or spiders crawling underneath your skin. In your fucked up state, you really believe they’re there, and you start flipping out, clawing at your own skin with your nails, leaving raw, pink marks. You trigger in a mix of pain and fear. Parahuman activates power, generating a very low-level version of the effect, covering them in scar tissue and turning their hands into claws as a consequence. They can lunge forward, taking a half-action to attack a target (allowing them to attack more than 1/round), with a minimum distance of 10’, with the maximum distance increasing as their power ramps up; they may also leap this far on their own, without a target, if necessary. Once the parahuman becomes aware of hostiles, the power will begin scaling up. Effectively, the parahuman starts with 0 points, gains 1 point each round they are aware of hostiles, +2 points each time they successfully harm someone, and an additional +2 points each time they take someone down. These points correlate to the following effects: ● 0+: +1 to roll to withstand an attack, claws deal Moderate Cut, and always scar. 10’ maximum distance on lunge. ● 5+: +1 to roll to withstand, can try to withstand/dodge same attack, when attacking with claws roll twice for Moderate Cuts and inflict the worse effect, and a successful hit deals -1 to Ath/Dex (doesn’t stack; pick higher on first hit, lower on second, no additional effect on third). 15’ maximum distance on lunge. ● 10+: +2 to roll to withstand, can try to withstand/dodge same attack, when attacking with claws inflict two Moderate Cut effects, -1 Ath/Dex on hit (stacks, reduce highest, Ath first when tied). 25’ maximum distance on lunge. ● 15+: +3 to roll to withstand, can try to withstand/dodge same attack, when attacking with claws inflict two Moderate Cut effects and​ one Moderate Rend effect, -1d2 Ath/Dex on hit (stacks, reduce highest, Ath first when tied). 30’ maximum distance on lunge. ● 20+: +3 to roll to withstand, can try to withstand/dodge same attack, when attacking with claws inflict one Moderate Cut effects ​and​ two Moderate Rend effects, -2 Ath/Dex on hit (stacks, reduce highest, Ath first when tied). 40’ maximum distance on lunge.

Caretaker

Trigger:​ Your spouse was always whining about aches in their knees or joints, and you just rolled your eyes and told them to stop whining. When they got on pain killers, it was better for a while, then it got worse again. Just take some more painkillers and stop bellyaching, you told them, and they did, thinking little of it. Then they fainted, wound up in the hospital, and it turns out it's lymphoma. Very late stage, just a few days left, and no real point to treatment. You bring them home, and as they slowly die, the only thought in your mind is to wonder why they didn't make it clear to you just how bad it was. You trigger when they finally slip off into the void. Dr. Frankenstein. A Tinker with a specialty in cybernetic revivification, creating obedient drones from corpses and electronics. Sub-focus in sonics, with minions using ultrasonic communication as well as sonic attacks. Their build list is at the end of this sheet.

Catapult

Trigger:​ You (or your family) pissed somebody off incredibly bad, apparently. You barely even realized it at the time, but behind the scenes, they fumed, modifying a bulldozer, turning it into a virtual tank. Months pass - a year, even - and their task completes, and they come after you. Your first news of them having done any of this is when the terrifying vehicle loudly grinds down the road, into your front lawn and smashes into your house. You trigger in fear at the sheer bulk of the thing as it effortlessly smashes down window and wall alike.

Choose a roughly 10’ diameter sphere within line of sight. The parahuman’s power (Manton-limited to not affect people and animals) manipulates and reshapes materials in that sphere to render them a heavy, spherical projectile, over the course of a round. People caught inside the effect either must expend a move action on escaping it, or make an Athletics check (DC 2) to not be caught within, entangled by the effect. This sphere can be fired on subsequent rounds, dealing 2x Moderate Bash damage in a 10’ diameter (30’ range increment, counted from the point the sphere is located), or “held,” moved at 30’/round by the parahuman’s will, causing Lesser Bash to those it hits. If the sphere leaves the parahuman’s line of sight for a sustained period, they lose all control of it, and it hits the ground. The parahuman can only have one sphere active at a time.

Cueball

Trigger:​ It was supposed to be the end, and you figured it'd be easy to end this life if you got rid of your partner. You robbed a bank and turned on him, stealing the whole take for yourself while he got arrested. Or, that was the plan, anyway. He got out on bail, knew where your safehouse was, and he's currently firing their gun through the wall, not even caring if somebody hears, screaming about how you betrayed him. You trigger as the door slams open, your former partner standing in the door, gun trained on you. Primary: Rapid (fraction of a second) movement along a linear path 40’ maximum distance, slams forward at breakneck speed, knocking objects, opponents, over (less bash, 10' knockback, mod bash if hits walls), can smash through doors, breaks chains, etc. This is done in addition to all normal actions and movements, cancels or redirects momentum at parahuman's will at exit/entrance point. Secondary: Generates ball of lightning, can hit with primary power to knock it this or that way, on contact with someone other than the parahuman, it detonates for Lesser Shock. Maximum of five at once, can voluntarily cancel one with touch.

Dilettante (New!)

Trigger: ​They were the love of your life, so when they talked to you about their fantasy of a threesome - you, them, and another member of your preferred sex - it seemed like they were just even more perfect than you'd ever thought. Only, when the threesome actually happens, they seem to pay a lot more attention to one another than you. And the two are really close all of the sudden. And your SO can't stop flirting with them. And your SO keeps asking you about another threesome. Your wet dream has become a nightmare, and your partner finally sits down with you, explaining that they think they've fallen out of love with you, and in love with you-know-who. They hope you understand. Trigger. The parahuman creates a bodysuit which houses (initially) up to two artificial intelligences, which they can also remove to implant in others, controlling their body. Their build list is at the end of this sheet.

Doldrum

Trigger:​ Your wedding was supposed to be perfect. Yes, it would take time, and work, and effort on everybody’s part, but for God’s sake, it’s your special day, and it will only come around once. Well, apparently your bridesmaids and your fiancé and your parents all got together to talk about you behind your back, because they’re confronting you, saying you’re out of control, that you’re turning into a “bridezilla,” and that they’re not going to put up with it any longer. You trigger at having your special day ruined like this. Parahuman establishes control over others with time and a sustained touch, reducing motivation and creativity while increasing the degree to which they will listen to the parahuman. Power is subtle, and those targeted do not notice that it is having an effect on them directly. Effectively adds 1 point each touch (e.g. hit), and 2 points each round spent grappling a target. Effect fades at a rate of roughly 1 point each hour. ● 1: Target experiences sharp loss in motivation and increase in gullibility. All skills lose 1 pip, and the parahuman gains a +2 to all Social rolls against target to convince them to do things. ● 2: All skills lose 2 pips, the parahuman gains +4 to Social rolls against target to convince them to do things. ● 3: All skills set to 0, the parahuman gains +6 to Social rolls against target to convince them to do things. ● 4+: All skills set to 0, individual follows parahuman’s verbal commands with a minimum of creativity, initiative and autonomy. ● 10: Cap. Cannot raise effect above this level.

Duo (New!)

Trigger: ​Your husband had come out of college and gotten a job in his preferred field. You’d stayed at home, a housewife and mother. You’d done everything right. You took care of the house, the kids, made sure that coming home was as relaxing as you could make it. You put real effort into being there for him when he needed it emotionally. So you just don’t understand how this could have happened, as you stare at your husband’s lifeless body hanging from the ceiling by a noose, your heart frozen in your chest. You trigger. The parahuman monitors a single target who they have direct line of sight to, their power analyzing the individual’s behavior. Any time that target uses a skill, the parahuman gains a temporary pip of that skill, to a limit of five (in combat) or the target’s rank (out of combat). They can burn a pip in the skill on a roll of a natural 6 to have an exceptional success (any effects of that skill apply until the action is resolved). When they hit five pips, extra dots are stocked and can be spent to cause an exceptional success or to turn a

normal roll into a 6. If their own rank in that skill exceeds the target’s, then the target (and only the target) can no longer effectively apply that skill to the parahuman (Charm bonuses don’t apply, no extra attacks via Finesse, etc). This does not apply to beneficial uses (e.g. Medicine healing). Some example exceptional successes would include... ● Brawl: The attack deals an additional Moderate Bash, over and above what it would otherwise have dealt. ● Charm: The target develops an infatuation of some kind with the character, such as a crush or idolization. ● Command: Ally given a command is treated as if they had rolled an 8 to obey (adding/subtracting relevant stat bonus), and that they are skilled in the task if they ordinarily would not be. The command also overpowers mental influence from any powers involved, if they would prevent the action. ● Finesse: The attack ignores all armor and automatically hits a chosen hit location. ● Scrutinize: The character is given a brief “character sheet” - stats, target’s perks/flaws, faction affiliation, overview of power if available - and inflict their choice of morale penalty, doubling a stat penalty, or preventing the use of a named skill. The parahuman also creates a single minion, roughly humanoid in shape, that follows their mental commands with human intelligence but no independence. Its appearance is like an origami-esque figure, formed of folded white geometry. Its statline is 3/3/3/3/-/-/3, it can access physical skills that the parahuman acquired via their Thinker power, and is immune to Pierce damage. Further, on a natural six when rolling such a skill, it can accept a Lesser Shock in order to achieve an exceptional success. Each round it spends inert (whether “dead” or simply waiting), it reduces the intensity of its most intense Wound by one step (Critical -> Moderate -> Lesser -> Negligible). The parahuman can only give the minion commands if it is within 150’ of them.

Entrench

Trigger:​ An earthquake leaves the building collapsing, you caught inside. You don't get out in time, and you're quickly trapped, collapsing roof and walls leaving you squeezed up on one side of a room. The intermittent creaking and cracking from overhead makes you terrified that at any moment the ceiling is going to come down on you, and there's no windows to escape through. You trigger, completely trapped. Parahuman manifests flat, circular force fields, each roughly 6' in diameter. Manifesting a force field takes a half-action. Force fields are virtually impenetrable: critical damage will sometimes cancel one or more force fields, at the GM's discretion, but otherwise, they are extremely effective and durable. They can be pushed at 20’/round as a free action, be rotated at 1 full revolution/round across a chosen angle as a free action, and have blunted edges. The front and backside of force fields are repulsive to other fields; as such, force fields can be pushed up against one another at, say, a Y, T, or L angle, but they cannot be directly placed against each other, front to back. Because of their circular and repulsive nature, enemies can often slip between spaces between force fields, though this consumes a movement action on its own if they're pressed against one another. An Acrobatics roll, DC 5, can manage this without consuming a movement action, but failure inflicts a Lesser Bash and leaves the individual staggered, in addition to consuming a movement action, as they wind up uncomfortably hit or knocked over by the fields as they try to quickly pass through. In addition to their defensive function, they can be used for mobility or offense. As platforms, they may fly upwards, side to side, or in any chosen direction, though they still move at 20’/round. Crushing an individual with a force field requires them to be trapped either against a surface or by multiple force fields; successfully doing so forces the individual to make a Brawn check (DC 5), and if they fail, they suffer a Critical Bash as they're crushed by the overpowering force of the field.

Erlking (New!)

Trigger:​ Your whole family's religious, so it isn't too much of a surprise that you're sent to a religious school. What is a bit of a surprise is how disciplinarian the teachers are, which is reinforced when one of them in particular decides that you're a terrible kid who needs to have the bad beaten out of them. Corporal punishment's legal - with parental consent, which yours give - so you wind up getting the switch for petty offenses that anyone else would get away with, leaving sharp marks on your flesh. Complaining only makes it worse, and your parents seem to believe you're actually as bad as the teacher says. As you're held after class for laughing at a joke - the actual joker getting away with it - the teacher retrieves his switch from the desk, but you only trigger when he locks the door, at the crushing feeling of being trapped and victimized. Parahuman tosses a orange-brown sphere, which, when it collides with an object or person, splashes like a glob of paint, leaving an orange-brown mark in its wake, covering a roughly 10'x10' area. It has a range increment of (Brawn x 10') thrown distance. This is not considered an attack action, merely a half-action. The splashes can be used as follows: ● ●

The parahuman can enter a paint mark on a flat surface to emerge from another within line of sight, as a free action so long as they're within 5' of it. They rematerialize at what would be the end of their next turn, and lose all actions they would have gained during their absence. Using this to dodge requires a Wits/Reflexes roll as defense. The parahuman can, with a half-action of focus, cause a contiguous area of paint to rise up from the earth that transform into solid orange-brown thorny bramble that grasp and claw at any targets within reach, effectively trying to start a grapple with a +1 to such rolls and a max of four steps of control, and inflicting the effect (but not damage) of a Lesser Cut each time they



win a contested roll in the grapple. These last several minutes before disintegrating beyond the point of life/use. The transformation stretches through any contiguous paint automatically. On costumes/clothing, the effect of being activated is reduced, due to the Manton effect, with the manifested vines instead merely inflicting a non-stacking -1 to Dexterity and adding the effect of a Lesser Cut to their melee attacks. No effect on totally bare flesh (certain minions or Brutes, typically).

Fairy God (New!)

Trigger:​ You worked at Esferia LLC, a Silicon Valley startup working on using AI to teach students. You were pretty respected by the company’s higher ups, doing work as both a regular employee and de facto PR guy (the company doesn’t technically have “PR guys”). When the company goes belly up because it was all a big scam, you’re left with an unpayable rent, a useless resume, and none of your “friends” picking up your calls. Utterly alone in the world, you trigger. The parahuman generates glowing pale white butterfly or moth-looking “fairy” minions, which swarm around them naturally, each having a wingspan of about 6”. They replenish them at a rate of 2 per round, up to a maximum of 32. The swarm is closely tied to the parahuman, refusing to move further than 30’ away. On a 5’x5’ grid, the area they cover is illustrated by figure 1. If you are not using battle maps, just keep in mind that there is one fairy for every 10’x10’ area in the contained space, so if the fairies are spread out, an attack striking a 10’x10’ area automatically kills one, one hitting a 20’x20’ area automatically kills four, etc. The parahuman can command their swarms to take various actions. Enemies can attack the individual fairies, but they suffer a -2 to to-hit rolls (and get a +1 accuracy for every 3 fairies in the targeted zone). Any successful strike or damage causes the struck fairy to disintegrate. Fairies roll defense with an unmodified d6. For every point above the fairies’ defense that the attacker rolls, they destroy an extra fairy (with obvious caveats for number of fairies available, attack types where that doesn’t make sense, etc). Any fairies caught in an area of effect attack simply die without a defensive roll. The fairies move quickly when commanded, and can be considered to move throughout their range at the parahuman’s volition; don’t bother tracking distances from point to point, the fairies are fast enough to reach anywhere in the parahuman’s range from anywhere else.

Figure 1

Instead, simply keep track of the number of fairies the player has in any given round, and let them spend them as they like. Fairies can be committed to performing various tasks, with some basic sample tasks as follows: Attack (5+ Fairies):​ Roll an unmodified dice against the target’s defense. For every five fairies committed to the attack past the first five, add a +1 to the attack roll. On a successful hit, destroy one fairy and inflict a Lesser Bash to the target, as the fairy suicide bombs the target and evaporates on their body. Successful attacks also reduce the weight of the target by 15kg. Lift (1+ Fairies):​ Individually, each fairy can lift roughly 5kg or 10lbs, and they can team up to lift and move objects within the range, committing an appropriate number of fairies to the task, directly proportionate to the weight in question. Because of their fragile nature, they cannot grab objects in motion. Suicide (1+ Fairies):​ Fairies can be suicided on inert objects and willing individuals, effectively reducing their weight by 15kg for each fairy sacrificed, dealing no damage unless the parahuman wishes them to. Harass (4 Fairies):​ Send a number of fairies to fly around a target’s face, blocking their line of sight and irritating them. The roll to smash a fairy suffers no base penalty for the individual harassed (so, typically, they will get a +1 to smash a fairy). However, if the target attempts to attack anyone else or take any other action, they suffer a -1. Sending more fairies isn’t any more effective and doesn’t inflict any additional penalties. Wall Off (2+ Fairies):​ For every two fairies committed to this task, block movement through a 5’ “wall” within the parahuman’s range. Any enemy attempting to move through that distance must make an Athletics check (DC 6) or suffer a Lesser Bash and have their weight reduced by 15kg. Remove one fairy for each Lesser Bash inflicted. Targets who are afflicted with the weight reduction but not accustomed to reduced weight must roll Athletics for all movement other than a careful walk, falling on a 1. Weightless targets unaccustomed to the weight effectively have an Athletics score of 1, being reduced to crawling along surfaces or risking floating away entirely.

Furies

Trigger:​ You’re an underground street fighter. You couldn’t find much in the way of legitimate work with your record, it gets you some prestige when you win, and the people that run the operation pay your medical bills when you get broken bones or other issues. Only problem is, you go into the doctor’s office with a head injury and they tell you they’re going to need to do some more scans. You didn’t understand the nitty gritty, but basically, you’ve got some kind of serious brain damage, and they don’t think you’ll be able to survive another hit to the head. You’re trapped, though, both by debts and by your employers (who aren’t likely to take you quitting lying down), and you trigger as you realize you’re just completely fucked.

Parahuman has two Breaker forms, which they can flick between voluntarily at the start of their turn. Each time the parahuman hits a target in their Breaker form, they gain one charge in the other Breaker form, and each round they spend in a Breaker form, they consume one charge from that Breaker form’s pool. Reaching zero charges does not force them out of Breaker form, but having at least one charge grants them bonuses. While not in a given Breaker form, charges still fade, but much more slowly, at the rate of approximately one per thirty minutes. Wounds are shared between alternate forms, but not with the true form; while in a Breaker state, the true form heals one Wound each time a Breaker state rises to an even number of charges (hits 2, 4, 6, etc), and while in the true form, Breaker state heals a Wound every other round. Their two Breaker states are as follows: Devil. Parahuman has flight, albeit requiring an Acrobatics roll to make more complex maneuvers, and can move at 45’ per round (60’ if descending) in the air. Instead of proper hands, their arms end in sharp, pointed spikes; they roll twice for Moderate Cuts and choose the worse for effect. This form appears as an ethereal black figure, a dark smoke rising from their skin, with golden eyes and a very thin, “low-polygon” type appearance; instead of running normally, it floats across the ground at running speed. When this form carries a charge, its movement speed is doubled, and it deals two Moderate Cuts instead of two-choose-one. Guardian. Parahuman is large and strong, granting an effective +2 bonus to Guts rolls for the purposes of blocking attacks or surviving serious damage (but doesn’t grant health), as well as a +2 bonus to Brawn. This form appears like a stylized knight, clad in silver-white armor, with glowing red-black embers for eyes. When this form carries a charge, its bonuses to Guts and Brawn are doubled.

Ghast (New!)

Trigger:​ You always thought your buddy was the best - smart, clever, quick-witted. Then some sick fuck grabbed the two of you off the street, putting you into some psychotic death game. For his and his audience’s viewing amusement, you’re made to kill your own friend and have to try to escape a labyrinth afterwards. When you approach what seems like an exit, some mechanism snaps into action around your leg, stopping your movement entirely. Somehow certain that you’re about to be killed by some grotesque machine, and you absently wish you’d been the one to die - your friend could have handled this better than you. You hear something sounding like the bastard child of a buzzsaw and a lawnmower come to life, your leg still caught in the mechanism, and you trigger. The parahuman imbues a held object with a certain quantity of their power over a short period. The object immediately begins to let out horrified screams and wails, vibrating, cracks appearing and letting out puffs of dark purple smoke. This increases in intensity until the object finally detonates. Depending on the amount of energy the parahuman pushes in, it has a number of effects when it finally ends: ● ● ● ●

Dud. By putting in only a thin spark of energy (requires no significant time touching, unlike the standard 1-2 seconds), the object screams, wails, vibrates, and so forth, but does nothing more. After three rounds, it ceases the screaming and shaking harmlessly and returns to normal, save for a few trace lines of damage on its surface. Light. Taking a second or so, the object is lightly imbued with their power. At the end of their turn, the effect detonates, destroying the object as a puff of dark purple smoke engulfs a 5’ radius of the object. An invisible being claws at the surroundings, inflicting Lesser Rend to anything present. Medium. Taking a second or so, the object is significantly imbued with their power. At the end of their next turn, the effect detonates, destroying the object as a large gout of smoke emerges in a 10’ radius. Within is a faintly visible figure, ripping and tearing at what it can reach, dealing two Moderate Rends to everything in the smoke. Heavy. Taking a little longer than two seconds, the object is heavily imbued with their power. After two full rounds, at the start of their turn, the effect detonates, destroying the object and expelling a large gout of smoke in a 10’ radius. An inhuman, monstrous figure is just visible within, and inflicts a Critical Rend to everything within the smoke as it goes wild. Anyone who pays attention to the smoke must make a Know/Willpower roll (DC 4) or suffer two points of morale penalty from fear.

The maximum size of objects affected is roughly that of a computer tower. Imbuing objects that are worn invokes mild Manton interference, forcing the parahuman to spend a partial action to imbue them (though they can choose the exact level of imbuement still). The short-lived being created by the power can’t be hurt, ordered around, or interacted with at all, though it doesn’t attack the parahuman themselves.

Glitch (New!)

Trigger:​ It was just a simple burglary, but that fucking kid, fucking stupid fucking kid. You shot him, sure, but he had a gun in his hands, even if he was young. Not that you'll say that to this chick. The kid's mom was a cop, and she cuffed you to the radiator. She clearly doesn't plan to take you in, you discovered quite quickly, but she's slapping you around, getting out her anger, spitting acid and invective at you. Finally, she spits on your face, and then draws her service weapon, pressing it to your temple, snarling at you. Your wrists dig against the handcuffs as you try to squirm your way free but you know you can’t. You trigger alongside her, as her rage grows cold and she realizes there’s very little chance she’ll get away with this.

Striker (Primary). Applies an intangible effect to a target with a touch, which can be stacked. Each tick constricts the target, inflicting a -1 to Athletics/Dexterity (highest first, then alternate), but no damage. Can't be tanked, can be blocked with equipment or certain powers, can be dodged. Has a +1 to accuracy, since even a glancing strike works. Can apply two ticks per round while grappling, as a free action. When the parahuman hits an affected target with a conventional attack, the effect creates rapid-fire detonations, each tick inflicting one Lesser Bash. Detonation clears the debuff and resets the number of ticks. If the parahuman applies 6+ ticks to a single target (typically one that's either disabled or an inert object), they also do a Critical Bash. Brute (Primary). Parahuman has a secondary Striker/Brute power which infects/infests metallic elements they touch and actively apply it to, causing them to shift and contort, effectively rendering them into spiked, thorny, gruesome objects closely shaped to the parahuman's point of contact. Primarily useful for costuming - they ignore one point of Encumbrance penalty and one point of Athletics penalty caused by armor made of an appropriate material, and automatically append the Combat quality to such armor. Can also potentially be used to functionally destroy most complex metallic objects with a few seconds or a half-action of touching (e.g. computers, doorknobs). Mover (Tertiary). Decoheres to move up to 10' away from their current position, as a half-action. Extremely visible warping and shifting effect, power awkwardly tries to stuff parahuman through space to hit the point, not very competently. Imagine the character being noclip/spastic ragdolled to the chosen target point, very slowly. Can't make an action until the start of their next turn (whereupon they arrive at their destination), but gains +1 to all dodge rolls in the meantime and any damage is downgraded in severity by a single step. Can move through solid objects in this manner. Thinker (Tertiary). When striking a target to deal damage, the parahuman can, at no additional cost, cause the target to be unable to speak for a round, the strike causing some mix of pain, choking, etc, to produce this effect.

Glitterbeast

Trigger:​ Your older sister knows just how to get on your dad’s bad side, pissing him off, earning screaming from him and over the top punishments whenever she steps out of line, sometimes even up to bruises. He’ll sometimes reference you, saying how much better you are than her, how you don’t cause these kinds of problems. It all changes when she leaves to go to college. You think it’ll get calmer at home, but instead, your father’s attentions swivel towards you. Nothing you do can ever be good enough for him anymore, and now you’re on the receiving end of the punishments and the screaming. As he tears into you for getting an 83 on an important test, screaming his lungs out, you trigger. Parahuman generates a minion with desired visual qualities, working from the parahuman’s own memory and thoughts. The minion varies in size from small enough to easily fit under a desk to large enough to fill a living room, according to the parahuman’s desire. If the minion is mimicking a true thing that the parahuman has gotten to see in person, it requires a Wits check (DC 7) to notice anything amiss by sight alone. The minion obeys the parahuman’s mental commands, and transmits a general sense of its perceptions back (enough to know of broad strokes, like hostiles and room layouts, not enough to read or understand speech). It has a statline of 1/4/4/2/0/0/-. Flake. Rather than taking damage normally, ​any serious impact​ causes the minion to explode in holographic flakes, covering a radius around itself. People hit by the flakes experience a mixture of mild hallucinations (objects in corners of eye, whispering that can’t be made out) and disorientation, causing a -2 to Wits, a -2 to to-hit rolls, and severely distracting them, the effect lasting three rounds/half a minute. Because serious impacts cause the creature to explode, it cannot attack normally: a human-shaped minion punching someone would explode as soon as their fist hit, dealing no true damage. Dependent on size, the minion may take longer or shorter to generate, and their carrying capacity and the radius of their flake effect will vary. The parahuman does not need to concentrate while the minion is generated. ● Large dog size: partial round to generate, 5’ radius flake. ● Human size: full round to generate, 10’ radius flake, +1 Brawn. ● Car size: two rounds to generate, 20’ radius flake, +2 Brawn. ● Living room size: three rounds to generate, 30’ radius flake, +3 Brawn. The maximum number of minions the parahuman can have at any one time is any combination such that the sum of the radius of their flakes is equal to 30’ (so six large dogs, three humans, a car and a human, a living room, etc). They can only generate one at a time, however.

Gossamer (New!)

Trigger:​ You were a convict. Operative word, were. You got out, but people don’t want to hire an ex-con. So you got a fake identity, moved towns, and got to living a new life. It goes well, without that criminal conviction hanging over your head. You build a family, get married, have a kid, all the while pretending to be someone you’re not. Some people would be stressed, but for you, it’s perfect. Then some private investigator, hired by your spouse’s parents, puts things together, and their parents confront you: divorce, give up custody of the kid, back off, fuck off, and they won’t go to the police. Trigger.

Over a couple days after triggering, the parahuman’s body is permanently altered, with each limb rotting away to be replaced by a pair of long, boney spiderlike limbs, with two prongs at the end for grasping with. Their neck disappears, their head merging with their shoulders, their skin becoming a mottled dark grey. Their modified body alters how they move, interact, and behave. The primary benefit is that their limbs can excrete long, thin wiry threads; given several minutes, they can create false images or costumes with these threads, allowing them to disguise themselves or others. In this manner, the parahuman may pretend to be normal and healthy, though individuals other than the parahuman who are so disguised are blinded. Such a disguise offers one pip of non-encumbering armor; when this armor is damaged, the disguise is disrupted, tearing apart. These threads may also be used as tripwires and to bind people, as a half-action. When moving quickly, the parahuman moves with a sprinting burst speed, moving a full 45’/action, but is unable to move two turns in a row, requiring a brief moment of respite to recover their speed. In their native form, they may scramble up walls and sheer surfaces at this pace.

Grim Mirror (New!)

Trigger:​ Alcohol was your poison of choice, and it did a damn fine job. Spouse left you, lost your job, out on the streets, rendered homeless. That wasn’t what got you. Nor was it when you got beat up by some kids who thought it was fun to bully the homeless. Being treated like human refuse didn’t do you in. What got you was when an attorney for your spouse tracked you down, with the help of your brother. For some brief moment, you were hopeful - then they handed you a document, demanding you pay back child support. Your brother tears into you, calling you lazy, worthless, a pathetic piece of shit and a disgrace to your family. Trigger. The parahuman can, with a full round of effort, rip a 'hole' into a parallel dimension, or close one. Closing it is interruptible. The parallel dimension they enter resembles the true one in terms of geography, locations, et cetera, but any object that isn't inert (e.g. cars) won't appear there. Paint on signs is torn; black and red paints weep instead. Graffiti is present, but always and only speaks of death, the end of days, and despair. The streets are empty of any native life. On the native side, opening a portal creates a broadly visible flare of light, sunshine peaking down through the eternal overcast for just a few minutes. Humans trapped inside this dimension suffer gradual degradation, pain, and warping. The parahuman themselves is immune to this effect. After a day or so, humans inside the dimension finish warping into grotesque, vicious monsters (Giger/Silent Hill-esque). Animals suffer a similar effect, but with a shorter timescale proportionate to their size. These monsters will hunt down, kill, and eat, any humans or animals other than the parahuman they catch. Outside of this parallel dimension, they gradually degrade and die off. They obey the parahuman with a doglike intelligence, but will attack any human other than the parahuman who gets within around twenty feet of them. Human-derived monsters have a base statline of 2/3/2/3/1/1/2; other mutants have lowered stats, relative to their size (large dogs tend to be 1/2/1/2/1/1/1). They have natural weapons, useful for inflicting Moderate Rends (Lesser for smaller minions). Human-derived monsters also have mutations granting other abilities; roll on the following chart when one is created. These abilities only manifest after the minion has been a monster for a couple days and allowed free reign inside its home dimension.

Mother

Entire internal structure is warped, turning it into an incubation chamber for maggotlike vermin that are native to the creature’s biology. It can drool or spit on command, and when it stays still for at least a minute, it does so as well. These creatures cover a 5’x5’ area, and attempt to bite or dig into the flesh of anyone they can catch. If the person is wearing shoes, it typically takes until the end of the next round for them to wriggle through holes, bite through leather, etc, to get inside. Individuals they bite suffer a -1 to Athletics and ​pain​ in their legs, until they’re removed, a full round action requiring a Dexterity check (DC 4) to perform.

Scraphound

The creature natively and passively rubs along rusted nails, broken electronics, and similar bits of metal. The end result is that it’s covered in a light coat of jagged metal. Anyone grappling it suffers a Lesser Cut, it can climb at 15’/action, and its attacks also deal the effect (but not damage) of a Lesser Cut.

Mutilated

The creature tends to bite and claw at its own flesh, wounding itself, and black blood crusts across its surface as a consequence. It gains a +1 to Guts, and it may remove a limb, which retains a life and ability to move on its own, inflicting a Lesser Rend to anyone it can grasp, and moving at 5’/round towards the nearest living thing.

Faceripper

The creature becomes irate with its own eyes, finally clawing them out and attaching them to its skin as a kind of bizarre trophy. It cannot see, but it has greatly enhanced senses elsewhere, manifesting as a +1 to all Wits rolls. It can flawlessly trace anyone it has damaged, regardless of distance, and through the path between dimensions.

Hoarfrost (New!)

Trigger:​ You’re the first kid in your family to go to college; your aunts and uncles, cousins, grandparents, parents, they all pooled together to help you pay your way. You put yourself into it, throw it all in, but you find the pressure and stress of college life just too much for you to handle. You can’t keep up, you just keep falling further and further behind. When you get academic suspension, you beg and plead with the faculty advisor, but he just gives you a solid, empty look. Knowing you’ve disappointed your entire extended family, the advisor giving you a brush-off, you trigger. Parahuman enters an alternate state, as a moving, crystalline figure of ice. Their shape shifts and alters, ice growing here and there, granting them a variety of enhancements, mostly emphasizing reach, environmental control, and long-ranged attacks. While in this state, they ignore most wound effects, and gain the “lightweight” quality (greater of +5’/2x when pushed/knocked back, +10’ move speed, effective distance of fall halved, and wins ties when dodging), due to their composition. In a fight, the parahuman selects an ability from the list of options on the first round, then next round selects a new one, and so forth. They cannot use the same ability twice until they have used ​all​ their abilities in a fight (at which point, it resets). They can choose not to activate an ability in a given round, retaining only the modest benefits listed above.

Snowflake

Crystalline ice shapes flow freely from the parahuman as they move, triggered by either a dodge or a move action, spreading across areas (about a 10’x10’ area for a dodge). These flakes cling to those who enter such an area, inflicting a Lesser Burn unless the character scrapes them off.

Glacier

The parahuman’s off arm grows wildly large, granting them a +3 to Brawn for melee attacks, inflicting Moderate Bashes, or Critical Bashes against opponents unable to dodge. At the end of the round, the growth detaches as a vertical wall at a point within 5’ of the parahuman.

Icicle

The parahuman’s off arm grows long and razor edged, gaining reach over an opponent, attacking enemies up to 10’ away. This attack inflicts Moderate Pierce, and has a +1 bonus. It can also be used to climb at half movement speed. At the end of the round, they can make a free attack against an opponent, ejecting the weapon as a projectile.

Permafrost

The parahuman’s form becomes tighter, frostier, ice filling holes and damage. They heal one Wound, but temporarily lose the benefit of their lightweight quality. At the end of the round, all opponents within 10’ take a -1 to Athletics for a round, as the newly grown frost explodes outward.

Cold Breath

The parahuman may exhale a cloud of frosty gas into the nearby air, inflicting a Moderate Burn on anyone caught in a 30’ cone. The area blown into is also coated with an icy rime, forcing people to make an Athletics check (DC 5) if they move within it for several minutes.

Hailstorm

The parahuman’s limb crackles with power, vibrating, making typical tasks impossible. At the end of the round, it explodes outward in a 30’ radius around the parahuman, inflicting both a Moderate Pierce and a Moderate Burn on anyone struck, as well as a -1 to Athletics that lasts for one round.

Snowbank

The parahuman begins to emit a constant stream of snow, lashing out as a spray up to 60’ away, able to cover around 300 square feet per round (a 60’x5’ rectangle). It inflicts a Lesser Bash on people struck, and covers the area in snow, reducing movement speed for people other than the parahuman by -10’.

Whiteout

The parahuman’s outer layer of skin flakes off, spraying around in a broad area, creating a dense, chilly fog. Enemies within a 30’ radius are blinded until the next round (or until they move out of the region). Attacks into the area are made without visibility, typically a -2 to the attack roll.

Hold (New!)

Trigger:​ You were born with a congenital issue that left your legs completely useless, never even having the chance to walk once in your life. It made it hard to get into relationships, so when you met them online, it seemed like perfection. You moved to another country to be with them, but they change almost overnight once you do, treating you like an accessory, not a person: recreating your wardrobe, expecting you to act a certain way around their friends and family and punishing you when you don’t. Your only hope is your passport, hidden in a compartment in one of your bags that they didn’t notice, and you desperately look for a chance to grab it and run. When their mother calls and they’re briefly distracted, you go for it, scrambling to get them out and tuck them into your wheelchair, but they notice, and you fight with them over the passport. In the struggle, it winds up flying out of both your hands, landing atop a nearby bookshelf - too high for you to reach. Escape is now virtually impossible, and your desperate, pointless straining upwards to reach it is almost comical. Trigger. With a touch and a thought, the parahuman can put objects and people into their pocket dimension, which has a rough upper weight limit of 1000kg total (less than one car and around 12-16 adults). If the target is capable of actively avoiding the parahuman’s touch

(e.g. they’re alive), then it’s a melee attack roll that can only be dodged to inflict the effect, with the parahuman gaining a +1 since even a glancing strike will suffice. Anything held in the pocket dimension can be withdrawn at will at their leisure, and experiences no passage of subjective time while they’re held - for example, a cooked grenade will emerge with exactly as much time left as it had when it was inserted, a person will have no awareness of the intervening period, etc. If a living thing is held in the pocket dimension, then it requires active concentration for the parahuman to keep them there. As such, they have to roll Knowledge/Willpower (DC 4) each time they suffer damage, each round while they’re in ​pain​ or suffering the confused​ condition, and whenever they face similar concentration-breaking issues. When the parahuman goes to sleep or is knocked unconscious, they automatically release any living things still held in the pocket dimension. Removing objects from the pocket dimension can be done as a free action, and anything removed from the pocket dimension is under the parahuman’s telekinetic control until the end of their next turn. They can manipulate it as if they had a claw with no fine manipulators (so they can twist it, toss it, and so forth, but not press buttons or pull triggers or similar), with a Brawn equal to their Knowledge and a Dexterity equal to their Wits. The parahuman is disabled and unable to use their legs, but they have a minor Mover power of flight, allowing them to move at a rate of (5’ x Knowledge) per half action spent moving. They can fly in any direction, ignore gravity while flying, and stop and start on a dime if they need to. While in flight, they also make an additional defensive roll of Knowledge/Willpower versus the attack roll; if successful, the attack is downgraded in intensity by a step (from Moderate to Lesser or Lesser to negligible).

Hotswap (New!)

Trigger:​ You finally broke things off with your spouse, getting sole custody of your child due to their history of abuse and violence. Things are better for a while - a restraining order is put on them - until one day, your car's hit by a robotic wolf the size of a large motorcycle, sending it flipping and scraping along the ground. The wolf starts ripping into your car door, trying to get at you, and a parahuman strides forward to the site of the crash, some kind of bizarre rifle in hand. You'd recognize the way they move and hold themselves no matter how many tons of body armor they put on - it's your ex. Trigger as the wolf’s mechanized teeth grip your arm and they draw their weapon sights up on you. Parahuman, with an act of will, summons a weapon. They can change weapons between their available choices as a free action, once per round. They have the following available options:

Death Arrow

Weapon appears as a shortbow with a single arrow. Has a range increment of (Brawn * 10'), aimed with Dexterity. On striking a target, inflicts a Moderate Pierce on them. The arrow cannot be removed by mundane means, and inflicts a Moderate Burn every other round. Changing weapons (or the parahuman dying) causes the arrow to vanish. Can return the arrow to the parahuman's hand as a free action that costs their weapon-swap for the round.

Hook

Weapon appears something like a large pistol with a sharp, four-edged harpoon hook at the tip. Fires up to 60' away, and drags the parahuman towards the target point. If it strikes an enemy, inflicts a Moderate Pierce, and drags the enemy towards the parahuman instead.

Discus

Weapon appears as a flat disc approximately 5' in diameter, which is not useful in melee. When thrown, whips out to targets up to 40' away, inflicting a Moderate Cut on anyone caught in its path. Returns to the parahuman at the start of their next turn, slicing back through anybody in its path. The parahuman can 'ride' the discus by making an Athletics roll (DC 4) after throwing it, as a free action. While the weapon is in flight, cannot swap.

Mirror

Weapon appears as a mirror in the shape of a heater shield, floating in front of the parahuman, approximately 5' from top to bottom. Weapon blocks projectile attacks the parahuman is aware of as a free action with a Wits roll at +1 - if it fails, they still use normal defenses. Projectiles successfully blocked are, if at all possible, bounced back at the attacker, using the aforementioned Wits roll as their attack roll. Can inflict a Lesser Bash in melee, by shoving the shield into an enemy.

Megahammer

Weapon appears as a massive hammer, with a head the size of a man's torso. It rolls at -3 to hit in melee, but inflicts a Critical Bash on a successful strike in melee, reduced to two Moderate Bashes if the target is armored. It also inflicts a Lesser Shock (Guts defends, DC 5) to everyone within 10' each time it's slammed against the ground, as the force of the vibrations knocks people off balance and disorients them. Slamming it against the ground is considered an attack action.

Lifeblade

Weapon appears like a luminous short-sword. It ignores armor, only affects organics, and all wounds it inflicts scar. Inflicts Moderate Cuts in melee. On a successful kill with the weapon, clear one Wound slot and one Wound effect.

Husk

Trigger:​ You're driven, always pushing yourself, always remaining in control. It's a broad swath of your personality, manifesting in studies, social life, cleanliness. Then you got cancer. That was bad enough, given how young you are, but the chemo is worse, to you. You're not as active as you used to be, just from simple exhaustion, and there's all the other symptoms as well; nausea, loss of hair, brown and cracked fingernails, the works. You go to clean your room, and you find flecks of vomit hidden behind furniture, bits of your hair all over the place, and more. You can't help but feel like your body is literally falling apart around you, despite your best efforts to the contrary. Trigger. Breaker state is a large, humanoid body made up of many interconnected tetrahedrons. Rapid motion or damage causes the parahuman to “flake,” tetrahedrons spraying away from relevant points and leaving a trail, acting as caltrops. Flaking operates as follows: ● Moving 15’ or less in a round does not cause flaking. ● Moving faster than 15’/round, dodging, or attacking, causes one point of flaking. ● Being successfully damaged causes two points of flaking. Certain damage types may cause only one point, or three or more points, in proportion to the amount of force and the area over which it is applied. For example, being stabbed with a stiletto might cause only one, while being smashed by a falling building could easily cause four to six. ● Past ten points of flaking, the parahuman’s true body begins to suffer damage proportional to flaking, at a rate equal to 1 wound/two points (round up). This “phantom damage” is counted as lesser rends, and inflicted on returning to normal. ● When the parahuman hits or exceeds fifteen points of flaking, form breaks down entirely, snapping back and dealing appropriate wounds. ● Outside of Breaker state, points of flaking remain counted, with the parahuman regaining points at the rate of approximately 1/round, or 5/minute. Cannot enter Breaker state while points are at or above the ten point level. Caltrops operate as follows: ● Cover a 5’ square per point of flaking that generated them. ● Anyone walking on them must roll Dex versus DC 4 to avoid suffering a Lesser Pierce. DC rises to 6 if they’re running or otherwise unprepared. This damage cannot be Guts-tanked barring exceptionally high-durability Brutes and similar. If they fall on the caltrop zone, they suffer two Lesser Pierces. ● If the caltrops stick in someone’s feet, they suffer a -1 to Athletics and -1 to Brawn rolls involving moving heavy objects (versus grappling, lifting overhead, etc), until the caltrops fade. If somebody falls on a caltrop zone, they suffer a -2 instead of -1. ● Caltrops begin to dissolve after approximately an hour, fading entirely by the time five hours have passed.

Iron Maiden

Trigger:​ You were supposed to just live a quiet life, a trophy wife to some rich guy, and you were kept out of the family business. Until, that is, your father was killed and your brothers arrested. They expected you to pick up where they failed, because you were the only one in the family to slide completely out of the FBI's grasp. You tried, but it's not your talent, you don't have experience, and the rules are changing. You can't keep up, but there's no opting out for this sort of thing. Under family pressure to stay in and under the constant pressure of the high stakes high risks world of organized crime, you're starting to crack. You're alone in your room, screaming at family photographs, when you finally trigger from the stress of it all. Changer. At will, the parahuman produces a chrome metal encasement. While they are so encased, all Wounds are converted into armor. The parahuman is still vulnerable to armor penetrating/damaging attacks, but not to normal wound penalties (e.g. bleeding, being knocked around, shocks, burns). At the start of each round, she rolls 2d4, and can use the following abilities as committed actions. If both are the same, she can use them twice in a given round instead, or make one as a committed action but without the noted binding penalty. Fires a blast of chains against a person or object within 30’, or embed into a solid surface, with a -1 to accuracy. Against individuals, a successful hit automatically initiates a grapple with Brawn 5, but the parahuman cannot engage with the grappled individual until making a second successful hit with chains. If they do, they may throw the individual as though the parahuman was holding them. 1. Chain

While a chain is deployed, the parahuman is leashed to the object or person, and vice versa. The parahuman and the individual leashed can’t leave 30’ of one another unless the leashed individual escapes via a grapple check, or the parahuman voluntarily releases the chains as an attack action. Binding Penalty:​ As long as the effect is maintained, the parahuman suffers a (non-stacking) -1 to Athletics and a (stacking for each individual bound) -5’ to movement speed.

2. Cage

Produces a mess of bars, railings, grates, and similar materials along a 5’ wide, 5’ tall, 20’ across line emanating from her. This operates as an inaccurate (-1 penalty) attack against those in the area chosen. If an individual fails to dodge, they suffer a single Moderate Bash; if they are struck and pressed against a solid surface, they suffer an additional Moderate Bash and the ​pain​ condition. This cage is extremely durable, and serves to block traffic, bar doors, and similar. Binding Penalty:​ On activation, the parahuman cannot move for the remainder of the current round and the next, as they are attached to the cage. Produces sharp metal spikes. Can be launched as a volley for a Moderate Pierce attack; if it would headshot or hit vitals, it instead inflicts ​bleed.​ Launching such a volley pushes the parahuman back 10’ from the direction fired and ​staggers​ them. Alternately, the parahuman may choose to sprout spikes from their own person, or a chain or cage that they are still connected to. If they do so, they attack every foe within 5’ of the object or themselves with the above effect.

3. Spike Individuals or areas which have been struck by spikes are considered “hazardous.” Being thrown or pushed into hazardous terrain, or being thrown or pushed into objects while hazardous, inflicts a Moderate Pierce and a Moderate Rend. Binding Penalty:​ Applied only for sprouting spikes (versus volley): one limb is disabled, as generated spikes appear to impale the limb and render it useless. This applies even if the spikes are distributed via her chains, cage, or power. 4. Break Bondage

Cancels one currently operating binding penalty as an attack action; if this is used for chains, disconnects chains (rather than simply removing the Ath/move penalty). On activation, foes within 5’ of her or an effect broken are pushed 5’ away from the effect/her.

Isolate (New!)

Trigger:​ The video drones on. You watch it in silence, the sixteen year old boy with glasses and a purple streak of dyed hair - your creator - narrating the process by which he made you. A hollow ceramic human-shaped shell, filled with a fungal seed and a nutrient solution, then sealed with a temporary adhesive until the fungal growth has encompassed the entire shell, providing your 'internal organs'. The ring finger on your left hand twitches involuntarily, and you growl in irritation. You can feel your control over your body failing, and you've tried to piece together what's wrong with you from his notes and files, but it's like another language. He disappeared and now you're fucked. As you remove the disc from its tray, your fingers twitch uncontrollably and it snaps between them. You stare at the shards, a feeling of futility and hopelessness filling you. You can't make the pieces fit together, it's just going to get worse and worse until you can't do even the most basic tasks. Trigger. Due to the parahuman's unusual physiology, they are immune to the ​confused c​ ondition; the K.O., Hit Head, and Hit Vitals Wounds deal only a Moderate Wound with no effect; and any Burns they suffer deal a bonus effect of the same severity. They also gain one native pip of armor, which does not restrict mobility. Finally, their physical appearance is odd: their 'skin' has a ceramic sheen to it, they do not breathe or need to move their jaw to speak, the inside of their mouth is pale white and fungal, and their joints have sharply defined lines of articulation like a doll or action figure. They can hide these issues, for the most part, with some makeup and strategically placed clothing. The parahuman’s power allows them to perform an analysis of a person or power-created object or minion within their direct line of sight. They typically roll 1d6 each round their power is active (it is passively active, but can be turned off), initially gathering information on the closest viable target, then the next closest if they reroll a result they've already gotten, and so forth. They can spend an attack action to focus on a particular target, rolling twice and keeping both results, but not gaining anything from rolling already-gained information. They can boost further, rolling four times, but must make a Guts roll (intiial DC 3, increases by one each use until they’ve had at least an hour’s rest, at which point it resets), or suffer feedback, manifesting as a long-lasting ​pain​ condition to their head and a -1 to Wits rolls. 4-6s on unpowered targets go on to the closest viable parahuman/powered target, unless the parahuman is focusing on a particular target, in which case they are lost. Character's Brawn, Athletics, Dexterity, and Guts, any ongoing mundane physical effects (e.g. wounds), any physical perks or flaws (e.g. disabilities). Gains a +1 to Medical or similar rolls against the target. 1. Physical

Can make a disabling strike, aiming to harm and demoralize their target. This inflicts a -1, but on a hit, roll twice for Wound effects and apply both, and the target takes one point of morale penalty until they’ve had a chance to rest and heal up from their wounds.

Character's Wits, Social, and Knowledge, any ongoing mundane mental effects (e.g. depression, withdrawal), any mental perks or flaws. Gain a +1 to Social or Wits rolls to read the target. 2. Psyche

As a half-action, can talk to someone so read, rolling Social versus Wits; on a success, the parahuman pushes any mental flaws or underlying issues or guilt to the forefront, doubling any mechanical effects and inflicting a one point morale penalty until the target has a chance to indulge in their vices or otherwise spend several hours decompressing rather than doing anything useful. Repeated uses do not stack. Character's mood, reputation, morale level, and any social or teamwork-based perks or flaws, as well as any characters in the scene who they're particularly trustful/distrustful of. Gain a +1 to Social rolls to threaten, manipulate, or charm the target.

3. Heart As a half-action, can talk to someone so read, rolling Social versus Wits; on a success, the parahuman puts suspicion in their target’s mind regarding their reputation, teammates, support network, or similar, inflicting a one point morale penalty until the person confirms/checks the suspicion. Repeated uses do not stack. The general element/category of the power (pyrokinetic Blaster, electro-Brute). 4. Power

Can make a targeted attack on someone such a read has been done on, taking a -1 to to-hit, but, on a hit, causing a natural 1 on any roll made with the most power-appropriate trait (e.g. Brawn for a Brute, Wits for a Thinker, Social for a Master) to make the power misfire in a destructive fashion around the parahuman. The areas the power can/does afflict - highlights minions, auras, zones of fire, mines, etc.

5. Aura

Automatically attempts to evade the individual's power, regardless of how it aims, gaining an additional unmodified 1d4 roll and dodging it on a 4. They can also spend a half-action, choosing a single power or power manifestation from someone they’ve read, and until their next turn, they dodge on a 3 or a 4 instead of only on a 4. The areas the power has operated in the past, and by implication where the individual has been.

6. Esoteri

Can roll to track down the individual so read (typically DC 4-5); on a failure for a parahuman who has been semi-active in the city, finds a typical haunt (patrol route, base, etc), but the target isn't currently there.

These reads are lost after a day or two without contact or interaction with a target, having to rebuild from base. When the parahuman has two reads on a given target, they gain an extra dice that they can spend, once per encounter, on rolls directly involving that target, spent before they roll. If they have all reads (three for baseline, six for parahumans), they can use these once per round instead. The parahuman may taunt other parahumans as an attack action, inflicting one point of morale penalty, without a roll. For each one of Power, Aura, and Esoteri, they inflict one additional point of morale penalty on the target. This doesn't stack, but it can be renewed if the character gets more such categories - if they do it when they have Power, then later again when they also have Aura, they inflict only three points of morale penalty, not five. This morale penalty can only be alleviated by the parahuman targeted going on an aggressive, proactive attack as a cape - their shard has become irritated at them, and this irritation manifests as generalized restlessness and discomfort.

Ivory Angel (New!)

Trigger:​ You found out when you were a child that you wouldn't live to old age. You had a rare disease, fibrodysplasia ossificans progressiva, that didn't have good life expectancy. Every time you got injured your body would repair the damage with bone tissue until you stopped being able to move, or talk, or even eat. You thought you'd made your peace with it, accepted that it was simply your lot in life. But then you were in a car crash. You survived, but what could have been decades more of freedom dwindled to nothing as you lay in a hospital bed, unable to move and trapped in your own body. You lay there as your parents asked the doctors to do what they could to keep you alive. You still lay there weeks later, wishing you'd died in the crash so you could have escaped the hell that is now your life. Trigger. The parahuman is naturally a roughly ribcage-sized sphere of bone which grows flesh around it. First, it generates one of the Forms listed to wear as a sort of flesh suit around the core. They then append up to 5 Mutations from the list, each one being added as a half-action. Damage harms both the Wound track of their form, and strips a random mutation away. When all mutations are stripped and Wound track exhausted, parahuman's fleshy exterior is useless twitching wreck, leaving them lying on the ground - no Guts rolls or anything to keep going like normal (though if they have a spare mutation, they can append it to get some functionality back). "Damaged" mutations still count against the upper limit of mutations, regain 1/hour of rest. Reabsorb functional mutations at 1/5 minutes (too slow for a fight) when trying, swap out or create cores at this rate as well.

Forms: Human

Parahuman has baseline stats associated with their old human shape. Body has a sort of “airbrushed” appearance, without freckles, blemishes, or other minor imperfections, granting a +1 to Social rolls. Can change up what the core body looks like (male, female, white, black, etc), but can’t effectively emulate others well enough to pass even a rudimentary inspection.

Harpy

Parahuman has wings instead of arms, with birdlike talons that operate primarily as manipulators (lack significant claws). They can fly with low maneuverability at 30’ per round, or make a descending glide at 60’ per round - both allow them other actions.

Hawk

Parahuman has a very avian form, with a sleek body that looks like a bizarre mix of human and bird. Their speech comes out as raspy and irritating to listen to, inflicting a -1 to Social rolls. In this form, they have no manipulators - their legs can’t perform fine tool use. They can fly with high maneuverability at 60’ per round, and take other actions as they do so.

Mutations: Shriek

As an attack action, lets loose a disorienting scream. All enemies within 15’ can’t use their skills for the next round, and suffer the effect, but not damage, of a Lesser Shock.

Lullaby

By spending an attack action each round, the parahuman begins to sap the mental faculties of those within a 45’ radius. Each round, inflict a -1 penalty to one of Wits/Know/Soc (highest first, resolve ties in that order) Being struck forces the parahuman to make a Guts check (DC 4) or the song is interrupted and people recover one point of penalty.

Silent Dirge

Wyrd

By spending a half-action each round, all sound in a 30’ radius of the parahuman is muted, rendering communication impossible, and granting some stealth benefits to the parahuman and their allies. As an attack action, give a command to a single target, no more than four syllables long. The parahuman can’t speak again until the command is carried out or withdrawn (unconsciousness automatically withdraws). Target suffers a -1 penalty to one of Wits/Know/Soc (highest first, resolve ties in that order) for each round they fail to take action, to a maximum of -1 to each. This power being active prevents the use of the above three, and any other song-based attacks/abilities the parahuman may develop over their career.

Elongate

Limbs gain enhanced reach, grasping or striking targets up to 10’ away, giving an extra +10’ running speed, and allowing them to climb at half speed up walls and similar surfaces without a roll.

Napalm

Parahuman can vomit up a viscous, white fluid, spraying it in an up to 15’x15’ area (or less, or a 45’x5’ one, etc); when exposed to ultraviolet rays (typically sunlight), bursts into flame, inflicting a Moderate Burn on anyone caught within them. Clings to targets to an extent, but entering darkness stops the fire, and a full round action and Brawn roll (DC 4) can remove it from skin.

Plumage

Parahuman becomes covered in an array of beautiful feathers. As a half-action, can spray them in a 10’ cone; those caught within suffer a -1 to all attacks for the next round.

Wings

Can make Lesser Bash attacks at up to 10’ distance with the wings. Further, increase flight level up one step through the forms (if at Human level, reaches Harpy level, if at Harpy level, reaches Hawk level). If already at Hawk level, gives an extra +30’ movement per round. Each additional Wings mutation causes an additional set of wings to sprout from the parahuman’s body.

Coiled Legs

Limbs elongate and then fold inward on themselves, enabling massive jumps. Leaps up to 30’ in a single bound, and if they immediately combo into an attack against a target at least 10’ away, they deal a Moderate Bash in addition to normal damage.

Beak

Beak emerges from face or throat. Parahuman can inflict Lesser Rends with their beak, and if they successfully make a bite, they can immediately make a roll to establish a grapple. Further, if in flight or perched in a high position, they can “dive bomb” a target at least 60’ beneath them, completing the attack at the beginning of their next turn (and failing if the target moves out of range, to cover, etc). If successful, they inflict a Moderate Rend and a Lesser Bash on collision, and can still immediately transition to a grapple.

Talon

Talons emerge from hands and/or feet. Parahuman can inflict Moderate Cuts in melee range, and grasp and climb on surfaces without any handholds, such as walls. They can perch on any surface via their claws, including ceilings and similar.

Extrusion

A long protrusion, somewhere between a spear or sword, emerges from one of the parahuman’s limbs. It can be used to inflict Moderate Pierce at up to 10’ distance. Further, if it impales a downed foe, the parahuman can heal one Wound slot and effect, or repair one Wound, each round the target remains impaled. Escaping this effect merely requires spending an action trying to do so. This process inflicts a Moderate Rend each round on a living target, and entirely consumes the flesh of a deceased target after five rounds.

Involution

Bone fills in a wound that the parahuman has suffered, clearing both the Wound slot and any negative effects. When this mutation grows, roll 1d3, inflicting a -1 to Athletics on a 1, a -1 to Dexterity on a 2, and no penalty on a 3.

Eye

Additional eyes grow and sprout on the parahuman’s face, head, neck, and chest. These increase their field of vision to 360 degrees, and grants them a +1 accuracy bonus to ranged attacks or to spot-based Wits rolls.

Kinesthetic

Trigger:​ You're at home alone, working on your car, when the jack fucks up. The car comes down on top of you, knocking the wind out of you, unsteadily balanced just so that you can't move but don't immediately die. You can't so much as find the breath to scream, and the hideous feeling of the force inching down into your gut makes you trigger. Over ordinary, day-to-day life, the parahuman builds up a charge of a kinetic battery. Over an hour of ordinary activities, or five minutes of intense exercise, they regain one charge, to a maximum of five. They also gain a charge if they are hit with a kinetic attack (typical Bash, Pierce, Cut, and Rend attacks qualify, but typical Burn and Shocks do not), again up to the maximum of five. They can burn these charges, 1-for-1, for the following effects (and may spend more than one, stacking effects): ● Enhance a muscle-powered attack to deal an extra Wound (declared before attacking), of the same kind as the first. ● Enhance Brawn by +3 for a single round. ● Leap up to 40' as a free action. ● Protect from a kinetic attack that wound otherwise hurt them. If the attacker uses their fists/legs/limbs, they must roll Dexterity (DC 4) or take a Lesser Bash. Using this denies them the refill that being hit with a kinetic attack would normally apply. ● Deal a Lesser Bash to a target that the parahuman has sustained contact with (e.g. grappling with an enemy, smashing a door, or surprise attack while hugging).

Kruos

Trigger:​ You were in private security, working as a guard at a local chemical plant. You made some bad decisions, your finances were spiraling out of control, and you couldn't get a loan. You went to the black market for money, and you got it, giving you some brief solvency. But you can't pay back the incredibly high rates, and you wind up getting roughed up one night by their guys. They twist your arm into letting them into the plant, helping them steal some chemicals, and while you manage to evade the criminal charges, you know it's not over. They call you up, leaving a message saying they want your help again - or you can just pay off the debt, of course. You put them off, just refusing to engage with them at all. You get a knock at the door late one night, and you look through the peephole - it's them. Trigger. Builds heavy armor and weapons out of crystalline life. Slow, ponderous, but with extremely powerful attacks. Their build list is at the end of this sheet. Crystals are literally bloodthirsty, gaining sustenance and energy from fresh blood. In game terms, fill one blood charge in the relevant equipment each time a melee attack successfully deals damage to a living target (one charge/attack, not one charge/wound). Charges fade after a few minutes of noncombat time.

Launchpad

Trigger:​ Your parents use you as a tool in their constant fighting, browbeating you this way and that, coercing you to do one thing and then the other. Your mom wants you to be active in sports, your dad wants you to focus on your studies. You're just trying to avoid the issues as much as possible, but it all comes to a head when they finally get divorced. Your home turns into a screaming match, mostly at you, and you trigger under the constant pressure to do and be everything at once. The parahuman has greatly enhanced agility, coming as a +1 to Athletics and the ability to leap up to 30'. When they land on an object or surface after a leap, they create a roughly 5' diameter hemisphere of altered matter. It appears completely normal, but individuals simply pass through it harmlessly. The parahuman themselves can interact with it as normal, cling

to it without reorienting (which allows them to hold a position on a wall or ceiling and grants immunity to knockdown, knockback, and stagger and similar effects), or pass through, as they prefer. They can also selectively change between these to swap from being static on one side of the surface to the other, as a partial action. This effect fades after a few hours, with anything still 'inside' the matter being trapped/destroyed in the process. The parahuman cannot 'tunnel' through the ground with repeated applications: the power can't be applied to the surfaces it 'creates'.

Leash (New!)

Trigger: W ​ hen you married them, you expected that they’d learn exactly what you expect out of them fairly quickly. Instead, they just kept talking back, telling you they didn’t want to do this, didn’t want to do that. You’re married, and they have certain responsibilities, and if they won’t fulfill them, it’s normal and right for you to make sure they do. However you have to do it. After they fuck up, again, you give them a proper seeing to. You head to the bedroom, taking a nap, presuming they’ll come crawling back like they always do, and… they don’t. Instead, they call the police, who rouse you from your bed, take a quick look at you, and side with your spouse, who’s playing the victim. As one of the cops cuffs you, you see something in your spouse’s eyes - a sense of triumph, of cutting ties and trigger. The parahuman can, with a word, give a single target a command no more than two words long. For the purposes of the power, the target is “obeying the command” if they are making a good faith effort to follow it; if it’s an impossible or nonsense command, this means any action is considered obeying the command. The power tends to interpret commands in a fairly straightforward, literal fashion - the GM should feel free to be arbitrary in resolving edge cases. Commands that directly harm the target (“kill yourself,” “shoot yourself,” etc) don’t seem to work. If the target refuses to obey the command, they suffer increasing negative effects, as follows, for each round they fail to obey: 1. 2. 3. 4. 5.

A feeling of tightening around the chest, inflicting a -1 to Athletics. The feeling of tightening increases, inflicting both a -1 to Athletics and adding the ​pain​ condition to their torso. A single Lesser Rend is inflicted on their torso. An additional Lesser Rend is inflicted on their torso. A Moderate Rend is inflicted on their torso, and they suffer an additional one each round until they are dead or obey.

Obedience pauses the timer, and alleviates the Athletics penalty, but not the ​pain​ or Wounds. Changing targets resets the timer, but leaves any Wounds in place. Individuals killed by this power are slowly crushed into neat rectangular cubes, blood spilling out as their body is twisted to fit into a proper shape. The effect ends if the parahuman voluntarily releases it, leaves the presence of the target (roughly, “presence” is a position where they could see the target without moving their feet, or within 100’, whichever is greater), falls asleep, is rendered unconscious, or dies. Commands with definite end points (e.g. “come here,” “kill him”) end when they are completed, while commands with indefinite ones (e.g. “remain seated”) only end by the above criteria. The parahuman also has a secondary power to move 20’ in a chosen direction as a half-action, deforming space in the process. This causes a visible space-deforming effect in their wake, which remains for several minutes. Individuals in between the parahuman and target point when the power is activatedare pushed aside, and anyone who tries to pass through the effect suffers a Lesser Rend.

Lux Invicta (New!)

Trigger:​ There's no escape. Everywhere you look, CIA, FBI, PRT, spooks of a dozen kinds, all of them, and they know where you are, they want you, want to kill you because you know about their plans. You've been keeping to public places, trying to stay where the people are, avoiding getting caught alone, but you can't manage it forever. You can feel sleep press against your eyelids as you down another coffee, and you mentally scream, finally just getting up and walking out, hoping moving will keep you conscious. As you exit the shop, a man across the street turns to look your way, and so does one at the corner, and - trigger. Parahuman creates an extremely bright sphere of solid white light, about 6" in diameter, which can be flown as a free action at a rate of 45'/round. Sphere has a maximum distance from the parahuman of 60'. Parahuman can also swap their position with that of their sphere as a half-action. Hitting someone with the sphere requires them to be in "melee range" of the orb; Wits targets, there are never range penalties, and the attack is only dodgeable (can't be tanked). Further, trying to dodge forces a Wits roll versus DC 3, or they are temporarily blinded (DC 4 Guts at the start of each turn to recover sight). Inflicts Lesser Shocks on a successful hit.

Maelstrom

Trigger:​ In your neighborhood, there’s gang violence pretty constantly. Your big brother - your guardian, since your parents died - is even in one. Gunshots start going off, and like usual, you crawl into your apartment’s bathtub. Only this time, the gunshots are a lot closer than usual, and you hear the front door to your apartment slam open. Your brother starts shooting back, and flakes of drywall splatter down on you as shots go wild. You trigger in naked terror, worried about a stray shot.

Parahuman flies and generates a chaotic field of energy around themselves as they do so. They fly at a rate of approximately 60’ per action, and can hover, spin, and perform other movements without necessitating a roll (extremely tight maneuvers may still require one). The energy appears as crackling, vaguely electrical, energy, colored a brilliant white with red contours. Their energy field fills up with charges at a rate of one every third round (~a half minute of noncombat time), so long as the parahuman is in flight (hovering counts). They can vent this energy by firing off a blast (one per round), consuming a single charge; this blast has an upper range of 60’, and a width of 10’, dealing Moderate Burns to all hit by it. At each level of charge, the power has the following effects: 0. Energy is receded. Cannot make attacks with power at this level. 1. Energy crackles close to the parahuman, dealing Lesser Burns to those who touch the parahuman. 2. Energy field expands around the parahuman, dealing Lesser Burns to those within a 5’ radius of the parahuman. 3. Energy field becomes denser, dealing Moderate Burns to those within a 5’ radius of the parahuman, but the parahuman suffers a -1 to aiming and Wits rolls, as the energy disorients even them. 4. Energy field becomes even denser, rolling 2d4 for Moderate Burns and picking the worse for those within a 5’ radius of the parahuman. The parahuman suffers a -2 to aiming and Wits rolls, and knows that their field is dangerously close to overloading. 5. Upon reaching this level, the power vents energy in 50’ radius around the parahuman, dealing Moderate Burns to all caught by it. Reset to 0.

Marionette

Trigger:​ Your family's very conservative, and you get to bear the full force of your psychotic, raging, stay-at-home mother. The punishments are insane and over the top, when they aren't just brutally, painfully violent; the requirements for performance are nonsensical or just can't be accomplished at all; and in general, it's a perpetual nightmare. Your life is not so much "dictated" as "punished". At your mother's urging, for some perceived failing on your part, your father pulls you out of school to be homeschooled. Isolated from the "corrupting" influence of your "evil" friends, you have no one to turn to and nowhere to go; just the switch your mother wields to "guide" you. Trigger as she beats your ass for daring to ask if you can go to a play your friend’s in. The parahuman's power allows them to touch a humanoid shape dressed in fully covered clothing or armor, and establishes a kind of telekinetic control over the materials. Note that if there is a living organism within other than the parahuman, the effect is disrupted and fails; it works on mannequins, corpses, and similar, as well as the parahuman's own armor, not on other people. Activating the power is a half-action. Power-created minions have a statline of 3/2/2/-/-/-/0. Their health is equal to that of the armor they're adorned with; if they don't have effective armor (e.g. a lycra suit), they can still act, but a single successful hit causes them to die. While the parahuman or his minions wear effective armor, they gain a bonus to Brawn equal to the level of the armor (so two pips becomes +2 Brawn), maintaining the bonus even after the armor is damaged. On running out of health for the minions (or when a parahuman's costume is successfully pierced, dealing damage to the parahuman), the imbued effect ends, bursting forth wildly, a whipcords of kinetic force reaching out to those within 15' (not including parahuman or imbued minions). These whipcords make an attack against each person within range, rolling with a +2 intrinsic bonus which reduces by one for each target past the first in range (so if there are two, they make two attacks at +1; three, three at +0; etc). If successful, they inflict Lesser Cuts and pull the target to the ground (unless the target passes a DC 8 Brawn check), then dissipate. The parahuman can cause one of their minions to “detonate,” creating the above whipcord effect and causing the body to become inert. So long as its covering is not pierced, the parahuman can restore it to life the round after next with a half-action. The parahuman can take a similar action on their own armor, and again, cannot reimbue it until the round after next, the power continuing to linger for a time.

Meatgrinder (New!)

Trigger:​ Even in the best of times this particular stretch of road was a weird dip on the highway creating a blind spot, and now the road's iced over and a thick fog's settled in... well, long story short, some eighteen wheeler had flipped onto its side, and your car had slammed right into it, full force. Not too bad on its own, but you weren't the only one on the road, and other cars keep colliding. You can't get out of the car, for risk of getting smashed by the next car to come, but even your own car isn't a surefire protection, as you determine when another car hits you at something like 50 miles per hour, crushing your car inward a bit, your body now caught between seat and airbag in a way that you can't get free, and you trigger under the stress. As a full round action, adopts a Breaker state, appearing as a "core" sphere about six inches across, with an extremely noisy effect surrounding it (audible for blocks), which rips in the air, looking somewhere between saturn's rings and a chainsaw of air. Inflicts Moderate Rends on living things that get in melee range (can make Wits-based attacks), two Moderate Rends to nonliving things. Power churns up around 100kg of matter each half-action it spends tearing into it, spitting it back out as a humanoid shell.

After the first 100kg of matter, the shell forms into the shape of a child-sized humanoid, at 4' tall, and has one pip of armor, which, when penetrated, leaves the core exposed (-1 to aim rolls to hit it, however). The parahuman must also expose the core if they want to continue feeding mass in (allowing attack rolls against the core at +1), though this still consumes only a half-action for each 100kg they add. Each doubling in mass grants another 4' of height, another pip of armor, +1 Brawn, and +10' movement speed along the ground due to enhanced stride. (So 200kg = 8', 400kg = 12', etc). The parahuman can eject unwanted mass as dense constructions, with 100kg generally being enough to make a sturdy square section of wall 6' tall and across. More complex shaping is possible, but results are generally crude and gruesome, with bits of churned matter poking out here and there. If the core is struck, the parahuman must make a Know/Willpower roll (DC 5, +1 each time) to maintain their Breaker state. If they fail, they're forced out, lose a half-action from their next turn (leaving them with only one action), and the churned up matter of their Breaker state collapses around them.

Mercurial

Trigger:​ At first, it was all sunshine and roses, but a few months into your relationship, you started to feel like you can't breathe. They stick to you like glue, refusing to give you any time to think or unwind on your own, dragging you into their stuff. They throw a fit every time you try to do anything else, but you can't take it. Your brain is frying from all the constant pressure, you feel like you don't have anything of your own. They curl up alongside you, and just their touch makes you feel a little sick to your stomach. Trigger. Parahuman enters an alternate Changer state, adopting the form of a silvery humanoid figure with a semi-liquid composition. In this form, they can stick to walls, sliding up and down them at running speed, slide through tight spaces (including under doors), and perform similar feats of contortion. They may gain up to a +2 circumstantial bonus to Sneak checks as a consequence of this. Over the course of normal day-to-day, their body naturally reverts to the level of three charges (+/-1 charge each hour). The parahuman can spend a charge to enhance a melee attack with added effect or to make a ranged attack (base range increment is Brawn x 5'). The effect of being hit successfully by such an attack is to suffer a Lesser Burn, applied by a splash of the fluids that make up the parahuman's body; it's a half-action and a Brawn check (DC 4) to remove the splash; failing to do so by the parahuman's next turn inflicts another Lesser Burn, repeating each round until it's removed. With a half-action of their own, the parahuman can scoop back up the splash of silver liquid to regain their charge; if the fluids had dealt at least one Burn to a human target, then the parahuman regains two charges, not one. When the parahuman goes above 3 charges stored, they begin to gain bonuses, as follows: ● 4+: +1 to Athletics. ● 6+: +1 to Athletics and Dexterity. ● 8+: +2 to Athletics and Dexterity, +1 to Wits.

Minefield

Trigger:​ They think they can just foreclose on your home, but they had better think again. You used to be in the army, bomb disposal, and you picked up a thing or two about how they work. Over the course of a weekend, you turn your home into a minefield, putting bombs here and there, some tied to tripwires, some tied to pressure plates. The week goes well, and you feel confident, right up until the point where you feel the distinctive, tell-tale 'click' of stepping on one of your own pressure plates. Trigger. Explosive Striker. With a few seconds of concentration, applies an invisible effect to any object touched. This effect is triggered by a modest amount of kinetic force (leaning weight on it, stepping on it, hitting it, etc). When triggered, causes a small explosion of kinetic force in a 10’ radius of the object, inflicting Lesser Bash on those caught in the radius. Damage does not apply to the parahuman, the object itself, or any objects within the radius that have been imbued with the effect but not yet triggered.

Moonwalker

Trigger:​ You're getting hazed before you can enter a local frat, and the guys blindfold you and drive off to the middle of a forest. They lay down some wood across a twenty foot deep hole, and tell you to cross it, without taking off the blindfold. That's all you have to do, and you'll be in. It's about twelve inches wide, by the feel of it, and testing your weight suggests it has no give, either. You steel yourself, and start to walk. Halfway across, one of them shouts at you, and your heart rate accelerates as you tumble to one side, sure you're about to die. It's only after you trigger that you learn the whole thing was a trick - there's no gap, it's just a piece of wood on the ground. Parahuman may enter a Breaker state, appearing as a roughly human-shaped distortion of light, materials curving obviously around them to show their presence. They are extremely light, capable of leaping up to 30’ in any direction each round, and fall slowly enough that they only strike the ground again on the start of their next turn. However, on entering their Breaker state, they can only touch the earth two more times before being forced out of it.

In their Breaker state, they can attack by producing a ripple of force, reaching out in a cylinder towards a chosen point at a maximum distance of 30’, and warping inorganic materials, creating rugged, spiky terrain in a 10’ diameter circle; those who move into it must pass a DC 5 Athletics check or suffer Moderate Cuts. Humans struck are shoved by the power 10’ away from the parahuman, and they lose one costume quality, as their clothes are subject to a lesser version of the effect. Each such strike buoys the parahuman back upward, delaying their return to the ground until the end of their next turn, and allowing them to move 15’ in the direction opposite their attack. They can make two such attack actions in a round, rather than the typical one, but this applies ​only t​ o applications of this power. This ripple of force also builds up a charge, at a rate of one point per shot. When the parahuman next touches the ground, this charge is dispersed in a wave of rippling force, inflicting a Moderate Bash in an area of 10’ diameter for each point of charge built up. Buildings may block this effect from striking others. Finally, while in the Breaker state, they do not suffer damage normally. Any attack which successfully hits them inflicts the effect, but not the damage, of both a Lesser Bash and a Lesser Shock (effects such as Crushed which simply deals temporary Wounds, do nothing). When they revert from the Breaker state, they maintain all currently active effects and further take the effect of a Moderate Shock (including, potentially, a Wound).

Mouser

Trigger:​ It's a no-knock raid, the cops bashing down your door, holding you at gunpoint as they make a mess of your house, looking for drugs. You have a cat, a sweet little thing that you love very dearly. She stalks into the room, quietly, and your eyes widen in horror, unable to do anything, as one of the cops points his gun at her and fires. She's pulverized almost instantly, guts splattering across the floor. Trigger. Ghost Cat. Generates an energy projection of a cat, which can be directed to attack enemies as a free action. It does so by leaping off the parahuman, clawing them, and leaping back. Deals Lesser Cuts to target affected. Can hit one target up to 60’ away, two targets 30’ away, or three targets <15’ away. Can be directed further, but will not return before the end of the parahuman’s round (longer takes longer). So long as the cat is on the parahuman themselves, can interpose itself between attacks and the parahuman, but suffers reducing range as a consequence. On first absorbed attack, effective range reduced to 2/3rd (40’/20’/<10’), on second rteduced to 1/3rd (20’/10’/5’), on third, cat “dies,” evaporating into ash and taking several minutes to reconstitute.

Nettle

Trigger:​ Your hometown’s police force started heavily militarizing, supposedly to fight the gangs, but as a political activist, you saw it a different way. They got nastier with protests, helping to give them the shove to become riots, then using tear gas and beanbag rounds once they had an excuse. You’re wearing a homemade gas mask when the protest “turns violent,” so you wind up holding the line against cops done up in full armor, firing beanbag rounds into the crowd to “make them disperse.” Trigger. Blaster effect fires three shots per round at a single target, dealing Lesser Pierce damage (but roll 1d2 instead of 1d4 for Wound type) on hits. Targets hit with the effect are primed for an explosive detonation of choking smoke after two rounds of not being hit with the effect again. The explosive detonation creates a thick smoke in an expanding radius, starting at 5’ and increasing by 5’ for each additional hit. Those caught within the radius (the parahuman immune) suffer from draining stamina, inflicting -1 Athletics per round they remain within, until passing out. The smoke also applies penalties to those attempting to target through it, inflicting a -2 to all ranged attacks.

Parrymaster

Trigger:​ He's bullied you for months, kicking you around, and you hate him, want him to fucking die. You know lots of people snap inward, killing themselves, but you snapped outward. Got a knife from your parents. Waited for him to be alone, drew it. He sees the blade early, but he's in no real position to stop you. He sneers at you contemptuously for a few seconds, then smirks, as your hands shake on the knife. "C'mon, pussy, do it! Do it!" You trigger as you fail to find the resolve to follow through, knowing you're about to get fucked up more than normal. The parahuman takes up a melee weapon and enters an alternate psychological mode. In this mode, they cannot understand 'flat' visual patterns (television screens, billboards, books, etc), instead only interpreting them as a mush of color. They can leave this mode when they want, and automatically leave it if they let go of their weapon. They gain the following benefits while in this mode: The weapon they wield doesn't break under any circumstances, even if it is improvised or damaged prior to use; their power guides them on how to use it in such a way as to prevent it from being harmed. They are considered to be able to parry against virtually all attacks with their weapon, including ranged ones such as firearms or lasers (exception for certain esoteric or total annihilation attacks, which the parahuman will instinctively recognize as impossible to parry). Whenever they successfully parry an attack, they gain one 'charge' of insight. They can also take a 'full defense' at the start of the round as a free action, granting a +1 to their parry rolls for the remainder of the round, but denying them the ability to attack in that

round. If they are making a full defense when attacked, they gain two charges after successfully parrying, instead of one. The charges are lost when they leave the mode. These charges can be spent as follows: ● One charge spent as a half-action to prepare to riposte; if attacked by an opponent in melee range during the next round, immediately make a counterattack against them as a free action. Can counterattack enemies as often as attacked for that round. ● One charge spent prior to an attack roll in order to perfectly parry any valid attack with their weapon. They do not receive a charge for a successful parry in this case. ● One charge spent to grant themselves an additional pip in Finesse or a Finesse specialty. This bonus persists until the parahuman releases their weapon, at which point it is immediately and completely lost.

Petal Throne

Trigger:​ You had joined a local kendo club, drawn in by what you thought would be awesome sword fighting. Unfortunately, the reality was much different than expected: bamboo rods, stuffy armor, and days of rigid practicing and repetition quickly bores you. It all comes to a head as you and some friends decide to get the action they expected with their own methods. One night, you all break in, picking your way into the dojo manager’s office. He has some authentic swords there - real, sharpened steel blades. Your friends start up some sparring matches, and you’re having the time of your life, your prior practice ironically helping as you dodge swings and stop just short of cutting a friend’s head off. However, the noise of the someone else entering the dojo stops short the adrenaline rush, and sudden terror takes over as you turn to see the manager at the entrance. You drop your guard, but your sparring partner doesn’t notice, the sword they expected you to block now stabbing cleanly into your chest. Between the fear of being caught and the stab of pain as a blood-slick blade enters your ribcage, you trigger, just as they trigger in turn as the weight of what they've done dawns on them. Primary power is a Brute power, manifesting as a slowly developing “wreathe” of luminescent “petals,” which cover them from head to toe. These petals grant the parahuman a bonus +4 to Brawn and Athletics, but each time they dodge, they lose one point of this bonus, and leave a bloom of petals in the direction of their choice, coating a 5’x5’ space, inflicting Lesser Burns on those who walk through carelessly (Dex, DC 4, to avoid). They can recover a point of bonus by spending a full round reabsorbing the panels, but if struck or forced to dodge, the process is interrupted and they have to try again. Secondary power is a learning capacity for another person’s anatomy. This manifests as gaining a single pip of Martial Arts, Scrutinize, and Medical, focused entirely on a single target, for each time they successfully defend against a character’s attack. It can also be enhanced one pip by spending a half-action doing nothing but studying that character. The bonus maxes out at three pips. Tertiary power is a Stranger power, manifesting as forcing light sources (typically fire or lightbulbs) to grow brighter and brighter before blooming and burning themselves out. Anybody in a 20’ radius has to make a Wits check (DC 4) or be blinded for a round, suffering a -2 to Wits and a -1 to Athletics and Dexterity. For these purposes, the petals generated by the primary power count as a natural light source, and consuming them this way burns one 5’x5’ field.

Phantasm (New!)

Trigger:​ You’re sick, that’s the only real conclusion you can reach. Aches in your joints, headaches, extreme exhaustion. It wasn’t so bad at first, but it’s just gotten worse, and you don’t know the cause. You were hoping it’d go away, but it really, really hasn’t. It wouldn’t be too big of a deal in itself, but one of your roommates apparently is selling drugs, because the cops bust down the door, screaming and yelling. With your dazed, sick state, they take you for high, yelling and cuffing you for no reason at all, which naturally makes your current pain even worse, headache intensifying. You ultimately trigger in response to the chaos. The parahuman enters an alternate dimension as a free action (can be used as a reaction with a Wits roll against the attack's accuracy); they exit as a half action in the corresponding place in the real world. Within this alternate dimension, the physical laws and locations of things are basically the same as in real life, but there are no people, animals, or other life forms. Time also passes differently for them, effectively meaning they only get one half-action per round (if they exit during their turn, the half action they spend is from their normal round, so they still have another half action). For each round past the first they spend in this state, they themselves take one stack of the ​Eerie​ debuff. Objects from this dimension can’t be brought into the “real” world, turning into ashen smoke and entirely dissipating on being drawn back. When they enter or exit, they produce an indiscriminate effect, causing minor psychological issues (mechanized as the ​Eerie​ debuff, below, which stacks on successive applications) to all individuals within 5' of the point of entrance/exit. People hit can roll Know/Willpower (DC 4) to ignore the effects for one round, but they then set in as normal. Eerie: ● 1. Minor headaches, ringing in ears, slight sense of imbalance; take a -1 to the first reactive roll of a given round. ● 2. Depression and emotional flatness; inflict one point of morale penalty. ● 3. Headaches and related effects grow worse; -1 to all rolls.

● ●

4. Depression gets even worse; inflict an additional point of morale penalty. 5+. Parahumans roll a life flaw and a power flaw, taking one if either/both are psychological (player chooses); no effect if both are not psychological. Ordinary humans roll two life flaws and take any that are psychological. Further, add one point of morale penalty each time that there are no psychological flaws rolled.

The psychological flaws induced by the effect last a variable amount of time; roll Know/Willpower (DC 6) to clear on the first night's sleep, with additional rolls each additional day, reducing the DC by 1 each time until the effect clears. If the individual has multiple induced flaws, then reset the DC on removing each one. Morale penalty inflicted by the power clears at a rate of one point per day. Other penalties clear on a good night’s sleep.

Pirouette

Trigger:​ A flash flood hit your home city. Not Leviathan or any powers, just water, rising up high to the point that the streets were impassible to people or cars, only boats being viable. As you sit on the roof of your one story home, the rising water dangerously close, you can only think of how stupid you were not to leave town while you could. In the chaos, you trigger alongside a young woman, her protective new partner nowhere to be seen while the violent ex she ran away from takes advantage of the chaos to come after her. Primary: Thinker power grants rough tactile awareness of surrounding space, including opponents’ locations within it, for a roughly 30’ radius around the parahuman. Can’t be surprised by opponents or attacks in this radius, and knows locations of rooms, hidden entrances, etc, within radius. Additionally, effectively has five dots of Acrobatics via power, and successful hits on targets in perception radius always stagger (if target would already normally be staggered, they’re knocked down instead). Secondary: Tinker power which is geared around a single worn gauntlet, with a few simple options. Their build list is at the end of this sheet. Secondary: Shaker power. With a slap and force of will, creates a roughly 10’ patch of an exotic warping effect, a sort of vortex or whirlpool of force. The effect is difficult to spot (Wits roll, DC 6, DC 4 if they’re actively looking), and those who step in it are shoved about, losing their balance and falling to the ground (Brawn roll, DC 7, to resist). Can only have one patch at a time, personal immunity to the effect.

Prettyboy (New!)

Trigger:​ Your parents are rich, but they recently went through financial trouble for a year and your allowance vanished. Your friends disappeared almost immediately after the cash, and you realize that everybody you thought cared about you... didn't. Your parents recover and you go back to how things were before, spending money like water, but it's a kind of grinding misery as you realize all the people you've surrounded yourself only like you for your money. From a balcony in your family's summer home, somebody shouts that he loves you (in the drunken, non-romantic way), and that's the final snapping point. You start screaming at him he doesn't give a shit about you, actually, he and everyone else there is just after your money. Everybody stares at you in stunned silence, and you trigger. Parahuman produces a cloud of light motes that swirl gently around themselves. They make focusing on the parahuman provoke feelings of awe and beauty. At base, a -2 penalty is inflicted to attack rolls made without looking, or the individual is forced to make a DC 6 Guts check to both look and attack - failure leaves the individual entranced until their next turn, whereupon they can turn away. In social situations, these motes give the parahuman +3 to positive Social rolls (befriend, negotiate, etc, as opposed to threaten or lie), as they cause a mild hypnotic effect on conversational partners. People aren't forced to do things they deeply oppose, but they'll generally be friendly and kind to the parahuman at base level. The parahuman can eject motes as a sort of non-damaging Blaster power. Firing the motes causes the DC to look and attack to reduce by one each firing (when it reaches one, motes can no longer be fired, and Social bonus reduces to just +1). Being struck with motes inflicts a mild charming effect (-1 to all rolls to harm the parahuman), as well as disorientation and confusion (-1 pip of highest skill, roll to resolve ties), stacking with repeated use. Motes swirl around sites they're thrown, inflicting the above effect on those who remain within them for at least a round, and can be gathered back up by the parahuman as a half-action.

Radiance (New!)

Trigger:​ Your single father always treated you like his perfect little one. Always the center of an almost unending stream of positive praise and to you, it all made sense, you were great. Then puberty hit, and your behavior became a bit less of the perfect child, a bit more of a hellion. Most parents would have tried counseling, or talking to you, or something. Not yours. Maybe he saw something of your mother in you, maybe he was angry you weren't "perfect" any more, but he got you put in a home, drugged up and tied down, hospice care. Bribed or connections or something, chemicals fucking with your head, keeping you in a steady state of semi-consciousness. You're strapped down, and you strain against the confinement, but you're so weak. You trigger after some indeterminate period of time.

As a half-action, the parahuman can draw energy from an ambient source - electricity from a wall socket, flame from an active fire, or similar. This quiets the source in question: wiring burns out, fire's snuffed out, etc. For particularly slow-moving or predictable energy attacks, the parahuman can attempt to make a Wits/Reflexes roll against the attack roll to "eat" the attack. They can also consume or damage projections or Breaker states made of energy as a Wits-based attack applied in melee range, inflicting one Wound to those that have a Wound track. For each time the parahuman successfully gathers energy in this manner, their body becomes faintly more luminous, and they acquire 1d2 charges. They gain benefits for each charge, as follows: 1. 2. 3. 4.

+5' movement. +10' movement/action, +1 Athletics, can leap across or up distances equal to half their normal movement speed. +15' movement/action, +1 Athletics. Glow breaks electronics on their person. +20' movement/action, +2 Athletics, can run along/up walls a total distance equal to one move action before needing to return to a more level surface. 5. +25' movement/action, +2 Athletics. If the parahuman touches a target without activating the explosive element of their power (e.g. by a grapple, or simply as a glancing touch), the target must make a Guts check (DC 5) or suffer one point of stat damage, randomly determined by a d7 roll. When the parahuman makes a muscle-powered melee strike, or is struck by significant kinetic damage (typically enough to inflict a Wound), part of the built-up energy is released in a 10' radius. This energy is released in a luminescent glow, spending between one and three charges (player's choice). Stat damage is inflicted to a random stat for each charge spent, determined by rolling (charges spent)d7 (B/A/D/W/S/K/G). A successful Guts check (DC 5) reduces the total number of points of stat damage suffered to half (round down). Stat damage is recovered by a Guts roll after a day, clearing as many points of stat damage as the roll minus two (can't be negative), starting with the largest penalty and going in standard order (B/A/D/W/S/K/G) in cases of ties in penalty size. Subsequent rolls, made daily, subtract one more each time - minus three, minus four, minus five, etc - until the person can no longer hope to regain any more stat points. Any remaining stat damage is permanent, and most healers will be unable to correct it.

Rainbow Dash

Trigger:​ Your dad's a corporate head honcho type, and you've been a pain in his neck pretty much since you turned thirteen. He's an ass, and you've rebelled at every turn, driving him to greater and greater heights of rage as every punishment fails to stick. He finally snaps, hiring a "hero" to act as a "role model" for you. What that actually means is you being perpetually tailed by an older corporate cape, who likes you about as much as you like them, and who you absolutely can't get away from no matter how hard you try. One night, you try to sneak out, crawling through a crooked-open window in your bedroom, and you don't even get around the block before the cape is there, blocking your path, looking annoyed that you made them get out of bed so late in the evening. They're going to follow you everywhere, and you're never going to have a life again. Trigger. Parahuman can enhance movement speed, effectively moving at double normal speed (60'/action). While doing so, they leave a storm of rainbow fog in their wake, which billows out to be 15' wide. This fog is opaque, and can't be seen through by normal senses. An individual who is caught in the fog suffers a confusion effect, and must make a Wits check (DC 4) to escape. A DC 6 Wits check is necessary to act normally in the fog (e.g. attack someone you can hear in melee). Additionally, the effect lingers for a time afterwards. An individual must make a DC 4 Wits check to act normally the round on which they escape; each subsequent round, the DC drops by 1, and the check is voided when the DC reaches 1. This affects parahumans even worse - if they attempt to use their powers in an active manner and fail the check, it will backfire unpleasantly, typically affecting the parahuman with their own power (e.g. a Blaster shoots himself).

Ranger

Trigger:​ He was your main man, old reliable. You were an invincible duo, backing each other up on robberies. It went south when he got shot by some little shit, and you couldn't grab him - had to leave him behind. He showed up on the news the next day, a corpse. Without him, you can't pull nearly the shit you used to, and fuck you - you do miss him. Your finances go into a tailspin without him there to back you up, and you don't really know how to do anything else. You finally trigger when your landlord gives you an eviction notice. Parahuman develops a large, robotic pet, looking something like a bull or rhinocerous. This pet, however, can only be active for a short period before it begins to overheat and must vent the energy build-up. They also develop some lightweight personal weapons and a bodysuit to support their minion. Their build list is at the end of this sheet.

Raptor (New!)

Trigger:​ You were the runt of the litter, and it wasn't a good litter, either. You were Fallen. From a young age, it was a competition between children, and the ones with powers lorded it over those without. You rejected one of your cousins - stupid piece of shit that

you are - and they decided to get revenge on you, since they have powers and you don't. They pin you beneath their bulk, and start teasing your face with a knife, threatening to permanently scar you forever. You trigger, your powers drawn off your parents. Your mother, Halphas, is a Changer who manifests claws and wings, while your father, Adriel, is an esoteric Thinker/Blaster who simultaneously curses and analyzes opponents with his gaze. Parahuman can create raking Striker talons of pale blue energy on their hands or feet, which inflict Moderate Cuts. On a successful strike, they get a +1 to attack rolls which lasts for about an hour. For every +3 they accrue in this manner, they can attack once more per round. Strikes also always ​scar​ their opponents, even those capable of regeneration. On successful hits, the energy of the talons tears and flakes off in the form of luminescent feathers, which they can gather up as a half-action, gathering multiple in one action if they didn’t move significantly between strikes. Feathers act like totems, the parahuman being able to draw on their energy, causing them to burn away. They last for several days without being used. Roll 1d4 on a strike to determine coloration, parahuman can identify immediately which color has been drawn out. 1. Red:​ Raw power, a thrill of bloodlust from burning them. Adds a Moderate Rend to the next strike made with the claws. 2. Yellow:​ A feeling of agility and time slowing down. Burning it allows the parahuman to move 45' per action, including climbing straight up sheer surfaces with their claws at full movement speed, for a single round. 3. White:​ Satori, a feeling of understanding in a cosmic sense. Speaks to a target, threatening them, their voice taking on an otherworldly and fearsome tone. Inflicts three points of morale penalty, Guts check (DC 5) reduces the effect to two. 4. Blue:​ Prediction, comprehension, understanding, the world seems to make sense in a more mundane manner. Burning it grants them a +2 bonus to dodge, which disappears when they next dodge an attack. Can be stacked, increasing the dodge bonus. Parahuman also has a minor secondary Thinker power warns them of oncoming fights, gives them guidance to always ambush enemies, effectively doing near-perfect stealth (only beaten by opposing perfect effects) for the start of a fight. If they try to retreat from a predicted fight, the power inflicts the ​pain​ condition on their head, as well as a -1 to Wits and Social rolls for 1d6 hours. Further, the Thinker bonus becomes unavailable for a period of (1d6) x 12 hours. Trying to just hide rather than making a surprise attack sacrifices the Thinker-granted perfect stealth bonus, but doesn't inflict the other penalties.

Red Ice

Trigger:​ You were out with your partner, skating on the ice while the rest of your group sat on the sidelines, too chickenshit to follow. The ice cracks beneath your feet, and both of you are sucked under together, a new layer quickly reforming as you try to struggle to the surface. A thick, red liquid flows through the water as you pound the surface, and you spot your partner’s limp form, a piece of ice sticking through their gut that apparently pierced them when they fell in. Trapped, freezing cold in the water, banging on the surface of the ice with flagging strength, unable to breathe, terrified that your loved one is dead, you trigger. Shaker power enables a “spray” of materials, covering roughly a 30’ by 30’ square per round (with options to expand in one dimension at costs to the other, etc). Materials are tough, enhancing the effects of concealment and cover. They are also slippery: people who want to move on these materials must either move at half-speed, or make an Athletics check (DC 4) to move at full speed - failure means they fall down in the process of moving. While moving along the surface of sprayed materials, the parahuman can move at double speed, “skating” along the surface, and the parahuman never loses balance as a consequence of moving on the surface. Targets hit with the spray become increasingly immobilized, although the spray itself is not harmful. Hits can only be dodged (not Guts-tanked), and the parahuman can spray across as many targets as he likes so long as they are all within a 15’ radius of a central point. Each successive hit inflicts a -1 to Athletics as the material surrounds the target, and when three hits are made on a given target, the spray has covered enough for them to become a minion. All living or recently dead organisms of sufficient size (at least as large as a Great Dane) are valid targets for this effect, and minions created have the following statline: 5/2/2/1/0/0/3, 15’/action movement speed, Moderate Bash damage. Minions obey verbal commands from the parahuman themselves, with a highly simplistic intelligence. Materials sprayed look something like crimson-colored ice, have a smooth texture, and are room temperature. In flight, they flow like a tight spray of water, but the moment they hit anything, they solidify. They will gradually and slowly evaporate, fading after approximately five minutes if not continuously refreshed.

Revenant

Trigger:​ You actually don't remember the event itself. You woke up in the hospital, feeling like absolute crap, confused and panicking. When you calmed down, it was your mother-in-law who told you in a tearful tone that your spouse was dead. The two of you were attacked, violently - you fell into a coma for four days, they died. You apparently suffered mild brain damage, because you don't remember anything about the attack itself. Somebody mentioned something about a video of it, and you couldn't help yourself. You managed to sneak a smartphone out of somebody's purse; later that night, you turn it on, finding the video online. Apparently one of them was recording you, and made some edits - blurring their faces, distorting their voices - before putting it up on the web. You watch the video again and again, watching as they mock you and your beloved, as they beat the two of you into death and a coma. After something like the dozenth replay of the video, you finally trigger.

As a partial action, the parahuman enters an alternate Breaker state, appearing as a tall and thin skeletal figure with chalk white bones and wreathed lightly in faintly luminescent white bandages that have illegible, ever-shifting alien text on them. Using a mix of the parahuman's own senses and their passenger providing them flickers of precognition, these bandages will automatically block damage. With each subsequent round, the parahuman's senses distort and contract, vision growing dim around the edges, and the capacity of their passenger to protect them becoming ever narrower. ● ● ● ● ●

First round: Block any attacks. Second round: Block all attacks from the front. Third round: Block attacks from up to three selected foes in front of you. -1 Wits. Fourth round: Block attacks from up to two selected foes in front of you. -1 Wits. Fifth and subsequent rounds: Block attacks from a single opponent. -2 Wits.

While in their Breaker state, they also gain natural weapons, in the form of elongated, clawlike fingers, and move with a lunging, alien gait, gaining +10’ movement and the ability to scale walls and cling to ceilings. On returning to normal, the parahuman gains a flash of sudden insight, a momentary and fragmentary view of the near future. They roll a number of ​four-sided​ dice (d4s, ​not​ d6s) equal to twice the number of rounds they spent in the Breaker state. They use these dice in place of their normal rolls, spending each result for each roll. They automatically fail any Social rolls, and remove one dice result of their choice, speaking with an alien cadence while obsessing about trivial or nonsensical things that make sense to them but no one else. They cannot return to their Breaker state until they exhaust this pool. (If the scene ends before they exhaust their pool, assume they exhaust their rolls if it takes more than an hour for the next scene to happen.) If they accrue more than twenty dice while in Breaker state (i.e. spend 10+ rounds in it, or two full minutes), when they revert to normal, their psychology emerges in a completely alien fashion. Roll two life flaws and two power flaws: ​all p ​ sychological effects of any​ of them immediately apply at full force (ignore physical or situational ones, like disability or family problems). They lose one such flaw per day, starting with the least important/damaging of them. Add another life flaw and power flaw for each additional five rounds (so 3/3 at 30 dice, 4/4 at 40, etc).

Rex (New!)

Trigger:​ You were just out at the local tourist trap, some museum, when there’s a horrific explosion - a sequence of them, in fact, the cracks slamming into your ears loudly. You’re caught in one, from about the shoulders up; you can’t see, can barely breathe, with what’s happening in your throat. One of your friends is alright, and you can hear them scrabbling over to you. “Oh shit,” he says, as he sees you, apparently taking you for dead. “That’s nasty,” he says, of your wounds. You sputter a bit, trying to claw at him, and trigger, along with three others. Primary: Brute. As a full round action, the parahuman’s body shifts into the shape of a 9’ tall, basically humanoid, reptilian monster. All the parahuman’s ordinary features are completely disguised by the alteration. They gain +3 Brawn, a layer of natural armor, reduce Moderate Wounds to Lesser ones, and ignore Lesser Wounds and Moderate Pierces entirely. If they successfully grapple an enemy, they can inflict Moderate Rends as an attack, biting and tearing at them. Secondary: Brute. Generates force field shells on forearms and hand. Grants a +1 to rolls to block while active, and, if successful, absorbs all damage from the incoming attack. Fields rearrange after absorbing a single blow in this manner, becoming jagged and offensive. The next melee strike that connects inflicts the effect (but not damage) of a Moderate Cut, and reverts the fields to their defensive form. Secondary: Shaker. Roars loudly as an attack action, inflicting a Lesser Shock and a -1 to Wits rolls involving hearing on targets in a 20’ cone outward from the parahuman (Guts, DC 4, stops Lesser Shock; DC 6 stops both). Parahuman cannot speak or use this ability again until the end of their next turn. Secondary: Brute. Parahuman can mentally activate an ‘invulnerability toggle’ as a half-action (and deactivate as a free action). When active, any strike or damage effect the parahuman receives which would (ignoring natural armor and damage reduction from their primary) inflict a Wound, they lose their next attack action (giving them only one half-action that can’t be used to attack), and take no damage. If they are hit a second time while the toggle is still active, they lose all actions for the next round, and remain invulnerable until their turn would normally take place. In this state, they automatically roll 0 to any passive defenses against non-damaging effects (e.g. grappling, certain powers, being containment foamed). Secondary: Shaker. As a full round action, the parahuman gathers energy into a glowing white sphere, then hurls it up to 50’ away. On arrive at its destination, it explodes, inflicting Moderate Burns on anyone within 10’ of it. This parahuman is part of a unit of triggers. You can read the rest of the powers generated by the group trigger event h ​ ere,​ which may be useful if you’re interested in running a ‘party’ campaign with up to four parahumans from a group trigger, or if you wish to involve some of the other triggers as antagonists.

Ribcage

Trigger:​ Your stepdad wants you out of the picture; stress makes you puke; you used to be bulimic. The logic, to him at least, is pretty straightforward. He just needs to put the pressure on you, make you sick and queasy, start puking all the time, then claim that it's bulimia, get you sent back to a mental hospital where you can't bother his 'perfect marriage.' You try to hold it in, to keep from puking, but you can't, your body betraying you. A couple weeks later, you trigger when you overhear him speaking with your mother - 'relapse' is the word she drops that pushes you over the edge. The parahuman can enter an alternate Breaker state, where their body decomposes into chalk white materials shaped like a collection of long, thin rods with repeated, curved teeth along their edges, forming a mass of bony tendrils. When they do so, their power immediately locates the nearest human being who is not obscured by, e.g., a wall, and, if they’re within 30’, they snap onto that person, constricting around their body, digging lightly into their flesh. If no such person is found, the effect fizzles and the parahuman reverts to normal. The parahuman can attack anyone within 5’ of their host as a free action (1/target/round), making Lesser Cuts with their tendrils, and can perform simple manipulative tasks using their tendrils, though their lifting strength is quite limited, as though they had Brawn 1. While in their Breaker state, the parahuman has a “pool” representing the available quantity of tendrils they use. This pool starts at ten points, and deprecates as they use their tendrils for more dangerous purposes. If the pool is exhausted entirely, the parahuman is forced out of the Breaker state and suffers a Moderate Rend, and is unable to reenter their Breaker state until they spend several hours recuperating. Their pool is depleted for the following reasons: ● If the parahuman chooses to fling off part of themselves, they lose three points, but striking a target within 60’ with +1 accuracy and inflicting two Moderate Cuts. ● If the parahuman chooses to decompose a collection of parts into a large ‘spike trap,’ losing two points, and forcing anyone who moves through it to make a DC 6 Athletics check or suffer a Moderate Cut as one of the parts snaps up to slice at them, some surviving vitality still in it. ● Finally, if the parahuman forces their host to perform actions - to punch, kick, walk, attack, or similar - the host may resist, but makes a DC 6 Brawn check; if they fail, their resistance is futile and the parahuman can make whatever action they wish, while if they succeed, they do not take the action, and the parahuman loses two points from its pool. They lack fine motor control necessary to control individual fingers or force their host to speak, but otherwise can make the host do most anything. Their pool is replenished for the following reasons: ● If the parahuman’s host chooses or is forced to gather up parts discarded during the parahuman’s activities, a full round action requiring them to be at the site one of the aforementioned events occurred, they regain two points. ● If the parahuman has access to recently living human bone, they can strip it, reshape it, and imbue it with their power, creating new bits indistinguishable from the old. This replenishes one point per limb, or six points for a full body. The parahuman is immune to all conventional damage save what is mentioned above. They can only detach themselves and revert to normal if their host stays still for thirty seconds or three rounds while they disentangle themselves (moving resets timer), or they run out of their pool. Finally, so long as the parahuman remains in their Breaker state, any damage their host suffers is downgraded a step (Moderate -> Lesser, Lesser -> Negligible), and they can grant their host a +1 to Athletics and Brawn.

Rose

Trigger:​ You're what they call a cape groupie. You want to get with a cape, and you're willing to do pretty much anything to do so. Your current parahuman paramour is a small-time villain, knocking over convenience stores and breaking into armored vans. They let you come with them on a job, and then it all went horribly wrong. Trapped in a convenience store with two dead bodies, three heroes outside, and you with a gun you barely know how to fire in your hands. Before your lover can figure something out, the heroes smash in, taking out your lover and pinning you to the ground with some power-controlled chains. Trigger. Enhances items and people with a Striker power that grants temporary boons at costs to long-term durability. For objects enhanced, roll against DC 1 each use, +1 DC each time, on a failure, the item breaks when first stressed. For people enhanced, all scars are permanent, all wounds take half-again as long to recover from, and the symptoms of any underlying illnesses or physical conditions are increased in the wake. For all enhancements, the enhancement last a half hour, but getting or remaining in a fight refreshes the duration. Items enhanced by the parahuman take on otherworldly qualities, making them nigh-impossible for other people to use effectively (-2 to all relevant actions). The enhancement appears as a glow around the material with a particular color depending on the effect. Power categorizes enhancements as follows (roll 1d6 each target, with consistent effects over each use):

Armor:​ Enhancements applied to clothing, armor, and costumes. 1. Red:​ ​Parahuman ignores penalties due to armor or power effects, and as long as they are locked in melee with an opponent, they gain a +1 bonus to Athletics. This bonus stays as long as the enhancement is still active if they take an opponent down in melee, and can be further enhanced (e.g. take down one, +1 sticks, go to another, become temp +2, take them down, become perm +2). 2. Purple:​ Armor extends an aura around itself and its trail, a faint purple glow to the area within a 5’ radius of the parahuman, following behind them for a couple minutes before fading. Those caught in the area suffer a -1 to Athletics for each round they spend within or passing through, recovering by 1 for each round spent entirely outside the area. 3. Blue:​ Parahuman can make 10’ flits of movement as a free action (1/round), smashing into targets in his path, effectively invulnerable for the instant of movement. Typical humans suffer a Moderate Bash (can Dodge versus parahuman’s Wits) and are shoved to the side, while environmental features such as walls tend to crumple and allow the parahuman past. 4. Teal:​ After a successful dodge, “stock” the excess bonus (e.g. if you roll a 7 and attacker rolls 5, stock 2). Can use stocked bonuses to boost future attacks or defense (before rolling). 5. Green:​ Develops wicked thorns or spikes of green energy. Each round spent grappling while wearing such armor automatically inflicts a Moderate Cut/Pierce (1d2 decides) on the person grappled, and removes either the effect or the damage of a single Wound (player chooses). 6. Yellow:​ Each round the parahuman spends within 10’ of an opponent, that opponent suffers a stacking -1 to Brawn/Ath/Dex (1d3 chooses). This penalty vanishes if they break away from the range for a round. Sword:​ Enhancements applied to offensive melee weapons, such as knives, baseball bats, and brass knuckles. Can only have one such effect active at a time; attempting to apply to a second weapon while still active just creates a brief fizzle of rainbow colors. 1. Red: ​Can take a -1 penalty to defense for that round to make the next attack certain to hit (barring similarly “perfect” defensive powers, in which case flip a coin). Using repeatedly increases the penalty suffered by -1 each time, reducing by 1 per round they don’t take it, or 2 in a round where they don’t attack at all. 2. Purple:​ Each successful hit causes the natural glow of the weapon to crackle and shatter partly, leaving splatters of color in a 5’x5’ area. Can intentionally create as a half-action. People who walk over such areas must make DC 5 Dex check or suffer Lesser Burns. 3. Blue:​ Attacking lets the parahuman move an extra 10’. If they move at least 30’ towards their target in a round, they inflict an additional Moderate Bash. 4. Teal:​ After an attack which rolls at least two points over the target’s defense, the parahuman may choose to make an additional half-action, including an attack.. 5. Green:​ Each round the parahuman spends in a fight, the aura around the weapon grows more gnarled and large, gaining a +1 to to-hit due to enhanced sweep. On successfully striking an opponent, the weapon shatters back to normal, and this bonus resets to +0. 6. Yellow:​ On a successful strike, yellow, pulsing material seeps into and clogs the target. Can be scraped away with a half-action (Brawn DC 4), but if not, target suffers a Lesser Burn each round it remains. Doesn’t stack. Knight:​ Enhancements applied to parahumans or humans, granting minor secondaries. 1. Red:​ Ignore the negative effects (but not damage) of the first Wound suffered each turn. Each time they are hit or otherwise damaged, they gain a +1 to Brawn, manifesting as the red aura growing in strength. 2. Purple:​ On being struck with an attack, they reflexively generate a 20’ wide and 10’ tall wall (constrained by space), protecting them from further attacks. They can push it slowly forward, curl it around them, or similar. It blocks their attacks as much as enemies, and after being hit with two Moderate attacks, it collapses and vanishes. 3. Blue:​ Can take 30’ leaping flights, dealing a Lesser Bash to anyone within 10’ of their jump point (DC 5 Withstand/Dodge to not get hit). Can “chain,” by taking multiple half-actions per round to bounce off walls/etc. As long as they keep jumping at least 1/round (or per ten seconds), and keep landing on other surfaces, they can keep this up indefinitely, their body sticking briefly on collision. If the chain breaks without an enemy (whether they’re alive, dead, or unconscious) nearby, they immediately suffer a Lesser Bash, as the effect rebounds inward as ‘punishment’. 4. Teal:​ On attempting to dodge an enemy’s attack, gain one pip of Martial Arts when dealing with that specific enemy; gain two instead if it’s a failed dodge. Effect stacks with no upper limit. Ignore normal limitations of Martial Arts dealing with atypical (nonhumanoid, large) opponents. 5. Green:​ Every two Wounds that the character suffers, they gain an additional point of Guts and Brawn. 6. Yellow:​ Each time the character suffers damage, a gush of yellow energy billows outward, inflicting a -1 to the Athletics of those within 10’, whether ally or enemy.

Samsara (New!)

Trigger: Y ​ ou hate living, hate this body, just want to pass on from this world, but this world has its grip in you pretty good. Drank bleach, didn't work; hung yourself, the rope snapped. Twice, you're institutionalized for suicidal behavior, and twice you tell a web of lies to pretend to be "better" before you're let free. Almost immediately after you get out the second time, you drive your car into a wall, get knocked unconscious, and wake up in the hospital, bandaged and handcuffed to the bed. You know this song and fucking dance. Why won't they just let you die? Trigger.

A Tinker who creates a sessile laboratory and then permanently and destructively downloads their consciousness into it. They can reupload their consciousness into a robotic body, with an emphasis on durability and highly precise weaponry.

Shell

Trigger: A ​ chaotic running battle between parahumans finds you caught in the middle. Dust flies, shrapnel sprays, and you wind up just lying prone in the hopes that they’ll pass over you and ignore you. They don’t - one of them grabs you, trying to use you as a human shield against the others, and the others apparently don’t care as much as she thought, because a laser lances through your side. In unbearable agony, the fight still continuing around you, you trigger. Chaos Armor. At will, the parahuman may accrete an armor around themselves, made of a swirl of materials. These materials mimic nearby materials - they maybe earthen and wooden in a forest, while they’re metallic and concretesque in a city - but always have the same functional qualities. They provide a +4 bonus to Brawn and a layer of armor. Chaos Vortex. At will, the parahuman can swap modes from the heavily armored mode above. They send the swirl of materials outwards, creating a cyclone effect in a 10’ radius that deals Lesser Pierces to targets who are caught within it, as bits and pieces stab and damage them. They can also lob parts of this cyclone outwards: these attacks have the effect of two Lesser Pierces, but are done at a base range of 20’ with a -1 for each doubling. While in this mode, the parahuman moves at 15’/action. Attacks into or through the field suffer a -1 (barring esoteric targeting). Chaos Mimicry. While the Armor or Vortex effect is engaged, the parahuman’s power looks for nearby materials to mimic. If another parahuman closes to <10’, their own power will reduce in intensity by a small step, and the materials will gain an elemental effect mimicking theirs. This will generally append either the effect of an additional damage type to their attacks (e.g. effects of Lesser Burn, but not damage), ​or​ cause a small (non-stacking) debuff to be applied to their attacks (e.g. -1 Athletics).

Shrapnel (New!)

Trigger:​ Your first stay in juvie wasn't fun; you wound up becoming the bitch, getting the shit kicked out of you pretty regularly. Still, your stay was fortunately brief. But when you get caught shoplifting again, knocking some old lady on her ass and breaking her hip in the process, well, your stay this time isn't exactly an improvement. Somebody found out about the old lady, and a few of the kids trapped you in a corner, kicking you a bit, one grinding a nickel against your skin until you screamed. After they finish, you crawl into bed your third night there... of six months. You stare at the cell door, wanting more than anything else not to be here, and trigger. When the parahuman activates their power, they gain an extra half-action per round, and generate force field shards that closely follow the movement of their body, varying in exact distance from touch-range to a couple inches, but jutting out dangerously. If they snake close by a person while moving, they may make an Athletics-based attack roll against them as a free action, inflicting a Lesser Cut on a success, as their shards slice against the individual. Their own unarmed melee attacks deal Moderate Cuts, or, if they would normally already deal Moderate damage, the standard damage plus the effect of a Moderate Cut. As a half-action which sacrifices their ability to move or dodge for as long as it's maintained, the parahuman concentrates, drawing up and pressing together their shards into square shield (with a "stained glass" appearance) about five feet across which floats a foot or so away from their body. This shield blocks damage from a single direction - typically the front. Almost all damage from the direction the parahuman chose to block from will be successfully absorbed by the shield, including fall damage. If the shield absorbs at least one Moderate Wound, or two Lesser Wounds, before the parahuman's next turn, the shards crack somewhat, making them smaller and more plentiful when the shield ends, with the overall power growing in intensity. This means that the parahuman gets a +1 to melee attacks with the shards, and alternates between getting a +1 to Athletics and an extra half-action per round. These bonuses stack, but fade after several minutes, the shards knitting back together.

Skull Mark

Trigger:​ A wasting genetic illness left you slowly but surely dying, trapped between this world and the next. To just get up out of your bed was enough to make every part of you screech in pain. The doctors give up and send you for home care. For a little while, you lie there, cared for by family members, quietly pocketing your painkillers. While your current watcher is in another room, you swallow a number of them and heft yourself up and out of your home, going for a walk in the woods out back, wanting to stand in nature once more before you finally go, to die peacefully. You crumple over as your weak, emaciated body fails you one last time, lying uselessly on the ground, your perceptions distorted, and trigger. By taking a full round action without being interrupted, the parahuman leaves a mark on a flat surface at least a foot across, looking vaguely like a stylized, quadrilaterally symmetrical skull. There may only be one such mark at a time - placing a new one causes the older one to vanish. Anyone who passes within 10’ of the mark is immediately afflicted with a -1 penalty to Brawn and Athletics; for each round they persist around it, the penalty increases by one. The penalty dissipates at the rate of one per round a person spends away from it.

If the parahuman reabsorbs the mark (a half-action requiring only a touch), they gain bonus Brawn equal to the number of people who are currently drained by it, and bonus Wound slots equal to the number of ​parahumans​ who have been currently drained by it. These bonuses are slowly lost at a rate of one per minute, but this only occurs outside of combat situations, as the feeling of strength slowly declines without the rush of a fight. Wound slots that were filled before being lost still count as “extras,” and the wounds persist until they are removed or the parahuman dies. The parahuman is a rarity, however, in that if they are killed, they simply emerge from their currently present mark, erasing it in the process. If there is no mark at the moment of their death, they instead emerge naked at the location of their trigger event, their power carving into thin air. They lose any Brawn or Guts bonuses from the absorption of marks in the process of being reborn.

Slipstream

Trigger:​ The gangs in your city were going wild, getting vicious with one another. You were just eating at a nice little Italian restaurant when a bomb goes off. It was set in just the right place, and one of the walls comes down, smashing down into you and pinning you to the ground. As you choke and cough in the kicked up dust, your lower body in agony, you struggle desperately to get free until finally triggering. Alexandria package with multi-stage force field that is tied to flight power. When flight power is activated, apply the appropriate explosive effect, and set it to minimal ebb. Additionally, force field grants a +3 to Brawn so long as it is active (even at minimal ebb). ● Minimal ebb. Force field is thin, and provides no defensive effect, but does stop bleeding and set broken bones. While flying, deals Lesser Bash to targets within 5’ of flight path. Takes three rounds (~half a minute) to regenerate up to half-full, but cannot fly or be hurt during that time. ● Half-full. Force field is functional, but not at maximum power. It provides the above effect, ​and​ absorbs one wound, preventing any damage or effects from passing through, but when it does so it is set to minimal ebb. On takeoff, deals one Moderate Bash to targets within 15’. Takes two rounds (~half a minute) to regenerate up to maximum, but cannot fly or be hurt during that time, or the counter resets. ● Maximum. Force field is at full power. It applies the anti-bleeding/bone setting of minimal ebb and absorbs one wound, preventing any damage or effects from passing through, but when it does so it is set to half-full. On takeoff, deals two Moderate Bashes (damage and effect) to targets within 20’.

Snare (New!)

Trigger:​ You don’t know how long you’ve been here, handcuffed to the bed. Your only company is the insects - cockroaches, flies, and the rest, dripping from the ceiling. Your hands have been cuffed to this damn bed so long that you’ve had time to cut your wrists with them, have them get bandaged by your captor, and then heal up. You feel broken, on a physical and mental level, and you know on some level that’s what your captor wants. Deprivation until there’s nothing left of you. Knowing that doesn’t mean it’s not working, though. Trigger. As an attack action (which provokes an attack of opportunity from enemies in melee, and is interrupted if struck), the parahuman "impresses" themselves against a flat surface, requiring at least a 1’ diameter surface, but can slide between surfaces pressed against one another (e.g. onto a door from a wall). This leaves a faint trace of pale white forming the outline of a birdlike set of talons, which requires a DC 6 Wits roll (DC 5 if they've moved in the past round) to notice if it's not specifically being looked for. A half action to specifically look for it reduces the DC to 4; a full round action reduces the DC to 1. While in this state, they move very slowly (10'/round) along applicable surfaces without paying attention to gravity. They cannot act normally, but they remain aware of their immediate surroundings. However, at any time, they can emerge from this state as a free action, snapping forth, razor sharp energy blades of pure white light accompanying either arm. They can make one free attack action against an opponent in melee range, with a +1 to hit, +2 if the enemy is surprised; on a successful strike, they deal a Critical Cut. The blades remain, but rapidly decline in quality, and serve as an obstacle to re-entering the state. For the first round after emerging from this state, they inflict only Moderate Cuts, and the state requires a full round action which completes at the start of their next turn (and is interruptible in the mean time) to enter; on the next round, Lesser Cuts, and the state requires a full round action; and on the next round, they fade entirely, and it only takes an attack action to re-enter the state. Entering the state always provokes an attack of opportunity from those in melee, and is interrupted if the attack hits.

Sniper

Trigger: T ​ he blackmailer had info on you, the kind of stuff that would land you in prison. You didn’t know who it could have been - you had a list of suspects at least a dozen names long - and you still don’t, even now. They give you orders, make you do things you don’t want to, anonymous calls from anonymous burner phones, commands you have to obey or else. The stuff they force out of you isn’t entirely legal, and as the levels tick up, as things get worse, the pressure on you increases. You can’t keep going with this, it just gets more and more dangerous, but there’s no backing out now. You trigger from the stress. A Tinker whose main weapon is a heavy-duty sniper rifle, with long range and powerful add-ons and effects. Slow to reload, but with versatile ammunition they can swap between. Their build list is at the end of this sheet.

Solitary (New!)

Trigger:​ The cops took you into the interrogation room, handcuffed you to the table, and then... then they forgot about you. That's your only conclusion, at this point. At first, you thought it was some psychological trick, make you sweat, get some info from you. But you've fallen asleep and woke up, your mouth is dry from no water, and you haven't eaten in hours. There's no real sense of time, here: they took your watch, and there's no clock. You scream, desperately hoping for help... but these rooms are soundproofed, you realize. Another day chained to the table, and you wake up, weak from hunger, the realization that you could legitimately die here finally truly sinks in. Trigger. Breaker state is of a humanoid energy figure, facial features (ragged grinning mouth, large pupilless eyes) are a warm pale blue glow on a cool grey base, one arm ends in a trailing, glowing chain-whip, the other in a gruesomely large morningstar. No hands. General color is blue and red highlights on a grey base (red morningstar, blue whip). When the parahuman enters their Breaker state, they trap people and things in a 30' radius in a pocket dimension. The pocket dimension won't bisect people. Edges of dimension are invulnerable cold grey walls which are faintly luminous, providing dim lighting nothing beyond them. Radius, to those outside, looks like a nigh-impenetrable cold grey sphere until the effect ends. Pocket dimension lasts until parahuman is unconscious, dead, or voluntarily ends it. Can't hold it indefinitely, eventually Breaker state starts to fray, with increasing feedback if they try to hold it. Soft limit of an hour or so, can push for longer with punishment. In their Breaker state, they have the following additional, unique attack options: ● Can "scream," emitting mix of light and sound from face, with a cone effect in a roughly 45 degree angle that has a maximum range longer than the diameter of the pocket dimension. Inflicts a Lesser Shock, and blinds if the person fails a Wits check (DC 6) - protection prevents blinding. Leaves the parahuman themselves deaf until the end of their next round. ● Energy whip makes attacks up to 15' away, bits break off and cling, inflict Lesser Cuts, -1 to Brawn/Ath (highest first, then alternate) each hit. Can be used to start a grapple at range. ● Morningstar is slow to wind up - attack action on parahuman's turn resolves at start of their next turn, swinging 10' across a 180 degree arc in front of them. Inflicts a Moderate Bash and a Moderate Slash on those still in the area of effect, as well as always knocking them down and scarring.

Splatter

Trigger:​ You're hiking through the forest, when something snaps around your foot. A bear trap. It's incredibly painful, pinning you in place while you try to pry it loose. You stop for a second to take a deep breath, leaning back, and a bullet whizzes past where your head was just a few seconds ago. You trigger as you realize you're being hunted. The parahuman fires a glob of materials, looking something like sticky glue with black shards of glass sticking out of it. They can be used to fire Dex/2 times per round. On hitting a target, deals Moderate Cut from shards, and the target suffers a -1 to Ath or Dex, whichever is higher. The latter effect can stack. Additionally, the materials leave a long trail. This has two purposes. Firstly, the parahuman can swing via and be pulled along the trail of a just-fired glob, allowing them to move up to 60' per round. Secondly, as a partial action, the parahuman can use the trail to partly block an area, forcing enemies to slow to navigate, halving their speed (multiplicative, minimum 5'/action) for each trail in their path. Enemies who fail to slow must make an Athletics check (base DC 4, +1 for each trail past the first) and suffer the effects of being hit by a glob on a failure.

Spidermonkey

Trigger:​ You spent years under their thumb, your spouse digging their heels in and starting fights when you tried to stand up for yourself, making you unable to argue with their demands. After two kids, you finally stand up for yourself, divorcing them, and they manage to turn the legal system against you, claiming you're the overemotional one, the mentally imbalanced one, and somehow it sticks. You trigger as they're awarded full custody. Body is much more squishy, with the parahuman being able to elongate their limbs and survive impacts more easily - Moderate Bashes count as Lesser, Lesser Bashes are ignored outright. They gain +15' movement speed, +5’ reach, +1 to all Grappling-related rolls, and can climb at normal speed without a roll so long as the surface has handholds. In addition, the parahuman can scoop spare flesh from their stomach to shape into a simple minion. They can do this three times before they need to eat to refresh their pool, and the minions last a very short time (a few minutes, long enough to last a whole fight but no longer), before they die. It is a non-attack partial action to generate the minions. 1/3/3/2/0/0/1 base statline, 20' move speed, bites for Lesser Pierce and append one option from the following table: Fanged

Minion has a mouth full of sharp, piercing little teeth. Attacks enemies for Moderate Pierce instead of Lesser Pierce, and can be used as a weapon, dealing Moderate Pierces to targets hit.

Gushy

Minion is made of particularly squishy, malleable materials. Can slide under doors, through holes, and similar, and can be smeared on parahuman’s body to serve as single-use ablative armor, taking an attack that would normally hurt the parahuman and then die.

Sensitive

Minion is made of particularly sensitive materials, granting enhanced senses. +2 to Wits, and if worn by the parahuman, grants +1 to Wits and a +2 to Wits rolls to avoid surprise, as the minion gives information to their master.

Sticky

Minion is made up of particularly sticky materials, good at clinging to surfaces. +3 bonus to Grapple, can be thrown as a weapon - a successful hit counts as a Lesser Bash and lets the minion roll to grapple.

Spire (New!)

Trigger:​ You hadn't been at the school for long. You were the new kid, joining halfway through the year, and everyone was already divided up into unique little cliques. When one group seemed to be making moves towards accepting you, you were overjoyed. Then they told you about their initiation. "Walk over the grate on the old well," seemed simple and easy enough, but then you see the thing: A rusted, dented, wide square, easy to fall through. Nervous but determined, you decide to go ahead with it - cautiously inching your way over the grate. Then the first stone flies. You turn to see the whole group clutching rocks, ready to wing them at you. Realizing the whole ordeal was just an excuse to bully the new kid, you stare at them in horror - only to receive a fist-sized stone to the face, knocking you off-balance and sending you tumbling through the grate, dislocating an arm in the process. Horrified, in agony, and plunging to immense pain or death, you trigger. Parahuman touches a target point, causing a slight bulge as it is imbued with a delayed effect that the parahuman can voluntarily trigger at any point from the next round onward. The effect causes a marble spire to rapidly emerge forward from the surface, slamming outward and stretching up to 30' (varies - generally longer with more ramp up time). A person other than the parahuman who wanders onto a point must make a Wits roll (DC 6) to avoid being struck should the parahuman choose to activate it; it then inflicts two Moderate Bashes, and knocks them 20' in a direction of the parahuman's choice. When the effect is applied to the parahuman themselves, they suffer no damage and can be safely propelled up to 90' away by the spire. If they make a melee attack on a target at least 30' away using this to propel them at that target, it is upgraded to deal Moderate Wounds, or, if it already did, it deals an additional Wound. Spires themselves are towering obstructions which can block movement and are difficult to break.

Stain

Trigger:​ You were an artist, a painter, fairly well known in local circles. Then you were badly beaten, and you suffered nerve damage in your good hand. Your art suffers as your body betrays you, forcing you to switch to your off hand. Your once-large crowd of admirers slowly wanes to nothing. You finally trigger when you’re denied a showing because “everyone’s interest in your work has passed.” Breaker State. When the parahuman enters their Breaker state, their body splits into four duplicates. These duplicates are visually distinct, flickering in and out of existence, their colors smeared like a painting dunked in water. Duplicates have the following qualities: ● Duplicates flicker in and out of existence and as such cannot use weapons or other equipment for any sustained period (though clothes, costume, etc, are absorbed into Breaker state), nor can they grapple. If the action requires more than a second of sustained contact to be performed, it cannot be performed while in the Breaker state. ● Duplicates share damage suffered, which is in turn shared with the parahuman’s true body. ● When a duplicate would normally suffer damage, roll 2d​Y​, where ​Y​ is the current number of duplicates in existence. If either dice rolls a 1, damage is suffered normally; otherwise, the duplicate happens to be “out of phase” when the strike would collide. Continuous damage (ongoing inferno, choking gas) or effects directly triggered by actions of the duplicate (mines, thorns) ignore this requirement. ● A duplicate can be “burned” for an offensive attack. This effectively expends the exotic material of the duplicate to deal a corrosive attack to a chosen target, appending the damage and effect of a Moderate Burn to a successful melee strike, and potentially causing splash damage (also Moderate Burns) to opponents within 5’ or so of the first target hit. This effect can be used to voluntarily cancel a duplicate even if no one is in melee with them, leaving a brief corrosive stain. ● When the parahuman runs out of duplicates, the Breaker state ends, and cannot be resumed for three full rounds or half a minute.

Stalker

Trigger:​ They're perfect. Hot, intelligent, from a good family and with a good head on their shoulders. You watch them from a distance, monitoring them, learning as much as you can. Days turn into weeks as you compile information on them, learning more and more. Then they notice you. Give little glances in your direction, before being caught and turning away. They start trying to avoid you,

but you know them too well. It's only when they suddenly pack up and move out of town that you lose track of them, and you trigger in the wake of their absence. Acquire a target (maximum range of a block) by focusing on them with one’s sight for a few seconds - 1/round at no cost, 2/round as partial action, 4/round as full action. Can keep as many targets acquired as are in range; targets who leave range are abandoned. On acquiring a target, roll a single dice, and stock that result. Repeat this at the start of the parahuman's turn each round that the target remains acquired. When you reach five stocked dice total, stop acquiring new ones, and increment the lowest by +1 per minute (using a dice resets the counter, and thus not relevant in combat). These dice may be spent only for the chosen target, and are lost if the target leaves the block radius. These dice may be spent, prior to rolling, 1-for-1 to replace dice in the parahuman's pool during contested rolls with the selected target. The parahuman may duplicate a dice from the opponent's pool and add it to their stock if it is smaller than the parahuman’s result in a contest where they spent at least one dice. They maintain an awareness of all their tagged targets' physical location and facing, and so cannot be surprised by the target, and ignore the effects of concealment. As long as they have at least one stocked dice, they know roughly of any ongoing power effects and the status of their target's Wound track.

Stormcloud (New!)

Trigger:​ You lived with your older sister, a cape. She went by Vaporware, an ostentatious thief who used a smoke-based Shaker power to help in her heists, targeting gangs and criminals in particular. She was popular online, getting a lot of fans for her wild style. Then her identity got revealed: one of the gangs managed to take her down and torture her for information. She spilled a lot, it seems, and you just barely managed to escape an attack on your house with your life. Now you’re hiding out on the opposite side of town, cowering in some dingy motel room while the news drones on about how the gang publicized your sister’s info, and now there’s a massive manhunt by basically every cretin in this city with powers and the entire police force, all of them bearing down on you. You’re trapped, surrounded by danger on all sides. Trigger. As a half-action, the parahuman can exude a thick black cloud outward into a roughly 10’ diameter area. (They can voluntarily make it smaller.) Individuals caught inside are effectively blinded until they move out. The parahuman cannot see through their own clouds any better than a normal person. Bits of black smoke/fog cling to the individuals who move through these clouds, like puffs of black cotton on their flesh and clothes. This lasts for several minutes, and for the duration, any electronic item will short out, at best turning itself off when a circuit breaker is hit and at worst getting rendered permanently useless. Tinker materials vary in their reaction - typically, more complex stuff (e.g. visors, control gloves) will break, while simpler/hardened stuff (e.g. tanks, guns) will function. Removing the puffs is a full round action. When individuals pass in the space directly between black clouds (which is not itself part of a black cloud), the parahuman can make a Wits-based attack roll to attack them as a free action, once per round. They get a +1 bonus to to-hit if the two clouds are less than 30’ from one another. If they successfully hit, they deal a Moderate Shock. If there are black puffs clinging to the target, they instead deal two Moderate Shocks.

Techno (New!)

Trigger:​ You put years of work into it, quit out of college to work on it in your home - cheap, mass producible, smaller than the typical computer chip. Your design should have worked. It worked in all the damn tests. But then you went to the investors to show it off, and it broke. Couldn't even display an error message. You spent an hour trying to fix it before you were finally shuffled off. At home, you try to figure out what the hell went wrong, knowing that you just fucked your best chance for real investments, leaving years of work utterly wasted. You trigger when you still can't work out the problem, or get the damn thing to work. Parahuman gains six extra skill points which can only be dedicated to Knowledge skills, and allow them to break past stat cap in the skill, but not to have more than five pips in any single skill. These skill points can be moved at the rate of one pip per day between valid skills. Needs around an hour of dedicated internet access per day in order to maintain skills, and if they can't manage that, the skills begin to fade at the rate of one pip per day; becomes two hours when swapping skills. Parahuman is also a natural technopath: when they can see and are within 10' of a target computer or subsystem (e.g. traffic control from a traffic light, bank security when you can see the cameras), they can remotely access it via a computer or smartphone, or physically take control via keyboard or other user interface (if any), taking at most three rounds to intrude on a system. The intrusion is fairly blatant to any user on the inside, creating highly visible glitching, and access ends shortly after they leave a short distance/LoS from the target system (e.g. entering the bank is fine but going a block away isn't). Otherwise, they're free to fuck around with the system as they like.

The methods by which they do this causes the system to suffer catastrophic shutdown after they withdraw, however - programs and glitches left in the wake leave using the machine impossible, and if it's run for any substantial length of time before being reformatted, the programs do as much damage to the physical components as possible.

Telefrag

Trigger:​ You worked for a gang, and you started to want out. Only the problem is, this is the sort of the gang you only leave in a coffin, one way or the other. So you kept your head down, tried to save up cash, hoped against hope that there'd be an opportunity for you to make a break. Before you can bug out, though, you're arrested. You manage to get it down to house arrest, a humiliating little collar attached to your ankle, but you're sure as shit not escaping now. The thought absently comes to mind that you could still just run, and you can't honestly argue yourself out of it. Being on the run from both the law and your own gang almost seems better than this shit. You trigger as you make final preparations to abandon your entire life up until this point. Tinker with a focus on teleportation. They develop teleportation devices they can use and teleport to, and can also detonate them remotely, causing extremely dangerous explosions. Their build list is at the end of this sheet.

Toxoplasma (New!)

Trigger:​ The bars on your window are still in the same place as your father unceremoniously shoves you into your room and bolt locks you in. "I'll handle you in the morning." You take a seat on your bed with a surprising lack of feeling, your fingers absently stroking the bed. It's going to be bad come morning, you know, but it feels vaguely alien to even think about that. Like it will happen to somebody else, not you. You absently pull up your shirt to examine your stomach; the last collection of bruises still hasn't faded. Of course. You feel weirdly disconnected from it all. You fall asleep in bed, closing your eyes. You snap awake two hours later from a nightmare, breathing heavily, and the actual emotions finally click in. Your father is going to beat you in a few hours. Trigger. Parahuman can, as a half-action, adopt a felinoid Changer form, generally bipedal but with morphed features including excessive slenderness, slit eyes, elongated ears, claws, and thin fur. They gain excellent night vision, +1 to Wits rolls, can climb sheer walls and perch with their claws at half their normal speed (typically 15'), and can inflict Lesser Cuts with their claws (Lesser Rends in a grapple). They can lunge at a target within 30', choosing to do so as an attack action at the end of their turn and actually resolving the action at the start of their next turn; it resolves as an attack made with Athletics. The prepared lunge is fairly obvious, and if the enemy escapes their range, they can make a free movement action in that direction, change to another target in the same general direction, or abort the attack altogether. If successful, they inflict a Moderate Cut and a Lesser Rend, and immediately roll to start a grapple, with a +2 bonus. However, in their Changer state, the parahuman also serves as the vector for an airborne and bloodborne parasite, specially tailored just to them. The simplest ways for them to infect an individual are being face to face with them for a minute (typically talking) via breath, or inflicting at least one Wound to a target with their claws. Other more esoteric vectors work as well, but the parasites won't live more than a minute outside a living body. The parahuman can also willingly restrain the transmission of their parasites. The parahuman can perfectly track targets infected by their parasites via scent, regardless of distance, and even if they use public transit, cars, and similar typically occluding methods. Infected targets suffer an ever-increasing illness, inflicting a -1 to a random stat (roll d7 to pick) each hour. After 12 hours, roll a d6 every hour; on a 6, the individual begins to recover, regaining one point of lost stat each hour (starting with greatest penalty). The illness is never lethal on its own; people whose Guts hits zero or below simply fall comatose rather than dying.

Turtlebug

Trigger:​ “Twig,” that’s what they called you. You went up to your crush, in front of half the school, and they just said, “like I’d be with some twiggy bitch like you.” You’ve always been skinny and tall, but you never really thought of it as a bad thing. Everyone at school now makes fun of you for it, laughing and humiliating you constantly. You almost try to eat more, but you never really have the appetite to manage it. One bully trips you, right in public, and everybody laughs. “Whoops, you tripped over your own twiggly ass legs,” they say, with a chortle. Trigger. Changer, swaps into alternate state as a strange, gangly monster. Lithe, with long, delicate limbs that have a half-dozen joints and little pinchers at the end of them, larger than a horse but much thinner. Its face is vaguely birdlike, with an extremely powerful beak, and it compulsively eats and spits up concrete, stone, metal, and other rough materials to create a shell. Effectively has three modes, on the basis of how and whether the parahuman is using its shell: ● Unadorned. In this form, it is exceedingly fast and lithe, but is also very vulnerable. Effective +1 ​and​ rolls an extra time (take highest) for all Athletics-related tasks. However, has no armor, and suffers the ​pain​ effect on the appropriate body part when damaged. ● Loosely-Worn Shell. In this form, the shell is not kept taut around the parahuman, but is worn. The Athletics bonus becomes a flat +1, but has armor, which gives an extra two pips of wounds (that cannot carry any effects), and ignores Lesser damage.



However, if the opponent rolls a nat 6 and hits, the attack hits one of the vulnerable joints, ignoring the effects of armor, and the parahuman suffers the ​pain​ effect described above. Tightly-Worn Shell. In this form, it is curled up inside its shell insofar as is possible, the various bits clicking together to protect the vulnerable limbs. Armor has full effect, without risk of pierce, but gains no Athletics bonus.

Additionally, all modes have access to a savage biting attack, dealing a Moderate Rend in 10’ range (long neck). The parahuman may also chew and spit up materials; for gameplay purposes, assume that they can spit up in a 5’x5’ square once per round as an attack action. If someone is in the square, it is Dexterity versus Athletics to get out; otherwise, they require specialized tools or to beat a Brawn check (DC 8) to escape.

Warphole (New!)

Trigger:​ The bullying campaign has gone on for months. They generally don’t touch you, just pin you in place as they mock and jeer, surrounding you, throwing your shit on the ground, smashing it, stomping on it, breaking it. You have difficulty with athletic activities in the first place, so you’re not exactly able to stop them - you learned fighting back was a bad idea a long time ago. It’s nothing in particular this time: they’re laughing like normal, surrounding you like normal, grabbing your homework and tearing it up in front of you like normal, but something in you just… snaps, under the pressure. You break down in tears, making them only laugh harder, calling you a pathetic crybaby bitch. Trigger. As a half-action, the parahuman causes space in a roughly 5' cube within melee range of them to expand. This effect takes a bit of time, and can be felt by a person in that area. Individuals who remain in the effect until it fully triggers suffer two Lesser Rends, which ignore armor and most defensive powers. It can be used on inanimate objects, causing any small cracks (e.g. door frame) to expand large enough for the parahuman to get through, but causing no permanent damage to the object as a whole. Once the effect is fully triggered, people other than the parahuman who would enter the area it creates suffer the effect (but not damage) of a Lesser Rend, and lose the remainder of their turn, failing to move through the area. Damage-reducing or preventing effects do not generally stop the effect of the fields, and it ignores armor. Projectiles that attempt to fire through the area always veer off, barring relevant powers.

Wrecking Ball

Trigger:​ Your house burnt down with you in it, but it wasn't the fire that made you trigger. It was the smoke. You couldn't escape the room you'd been trapped inside - it had no windows and the only door was blocked, part of the roof collapsing in an ugly mixture of wood and metal. The smoke filtered in long before the fire did. You had to get down to the ground, hoping desperately to survive, but the smoke reached you anyway, clogging up your lungs, the ambient heat warming you as you start to die. Trigger. Parahuman generates a large force field sphere, roughly 2' in diameter, just out of arm's reach. By declaring in advance which enemy he wants to block, can block direct attacks from that enemy, whether ranged or melee. Each successful block enhances the sphere, making it more vicious and gruesome for a time, turning it from a sphere into a spiked ball. Sphere can also be used as a melee weapon, with effectively 7 Brawn, or detonated for destructive area of effect damage. Can reform almost immediately after detonation. Effects of sphere, dependent on number of times it has absorbed an attack in the last short while (it resets over the course of several minutes), are as follows: ● 0 - 1 Moderate Bash to targets hit in melee. 5' radius Mod Bash explosion. ● 1 - 1 Moderate Bash. 10' radius Mod Bash & 1 Lesser Cut explosion. ● 2 - 1 Moderate Bash & 1 Lesser Cut. 15' radius Mod Bash & Lesser Cut explosion. ● 3+ - 1 Moderate Bash & 1 Moderate Cut. 20' radius Mod Bash & Mod Cut Explosion (+5' radius for each additional point). With time and practice, the parahuman can learn to balance on the sphere, allowing them to fly at 40'/round.

Zone

Trigger:​ You don’t know how you got your powers. You woke up, confused, disoriented, lacking any memories of what happened or even who you were. Your body is strange and alien, and etched into it, right below where your left collar bone would be, is the letter “C.” Permanent Breaker State (Bimodal). The parahuman appears to be an almost monochromatic figure, contours and features only darkening or lightening a single color. They can swap between two opposed Breaker modes as a free action during their turn once per round, but can never exit their Breaker state, and all damage is carried between the two modes. Their modes operate as follows: ● Haste. In this mode, the parahuman creates a zone of enhanced movement and inertia around themselves. They gain an extra partial action which can’t be used for attacks, and apply a similar beneficial effect to those within a 15’ radius of themselves. However, the enhanced speed enhances friction, and any natural 1s on their part cause those in the aura to accidentally hurt themselves, inflicting a Lesser Burn on themselves (the parahuman does not face this effect). While in this mode, the parahuman is a monochromatic shade of electric blue.



Slow. In this mode, the parahuman creates a zone of slowed movement and inertia around themselves, but effective force of attacks are multiplied. The parahuman’s own attacks are enhanced to roll 2d4 (attacker chooses) for Wounds, and attacks coming from outside the aura are reduced in intensity, rolling 2d4 (defender chooses) for Wounds, and they apply a similar effect to those within a 15’ radius of the parahuman. However, the drastically reduced speed renders movement more difficult, and those within his aura reduce their movement speed by half (the parahuman does not face this effect). While in this mode, the parahuman is a monochromatic shade of royal purple.

Tinker. The parahuman’s tinkering focuses on melee weapons which tie their effects into the parahuman’s Breaker state, using the exotic physics as both an energy supply and tool. They interconnect with the parahuman’s own body, and thus can only be used by the parahuman themselves. Their build list is at the end of this sheet.

Aero

Creator: ​Nonagon / ​Player: ​~ / ​GM: ​~

When constructing a mecha, Aero chooses one Core, two Arms, and on set of Legs. Each limb and the Core has its own set of Armor. When the Core’s armor is depleted, the mecha still functions, but the parahuman inside is vulnerable to attack at no penalty. When a limb’s armor is depleted, that limb becomes nonfunctional. When one leg becomes nonfunctional, movement speed is reduced to 10’/round. When both are, the mecha cannot move under its own power. The mecha operates with an effective Brawn of 7, when that matters. Because of its large size relative to most enemies, all individuals attacking the mecha get a +1 to it, and the mecha suffers a -1 to to-hit. The mecha stands at approximately 15’ tall and cannot enter typical buildings as a consequence. Tinker Builds​: List A: Builds

Core: Storm’s Eye

This core has an optional sub-mode which can be activated, causing a whirlwind centered on itself to activate. Enemies within 10’ are pushed around and back, possibly taking a Lesser Bash if targets are unable to move through the nearby area due to obstructions. Projectile attacks against the mecha suffer a -3. However, while this ability is active, the mecha cannot move its legs, and it cannot be activated two rounds in a row. This core has two Hardware slots and four Armor.

Core: Heavyweight

This core has an exceptionally heavy frame and structure. Because of this, the parahuman can inflict a Critical Bash on large inert targets by rushing into them, simply moving through the area - it loses a single pip of Armor each time it does so, however. This can be used to bring down small buildings, if the parahuman so wishes. This core has two Hardware slots and five Armor.

Core: Wind’s Leaf

This core is particularly lightweight. It is also outfitted with a “jump jet,” providing it with the ability to rapidly move 40’ in a single direction as a free action, in addition to its normal movement. If it hits something large, like a building, it is stopped and suffers one pip of Armor damage. This core has three Hardware slots and three Armor.

Arm: Hand

This arm ends in a hand approximately 18” from base to tip, which is otherwise roughly human and can be used for typical tasks, albeit having to take considerations for its relatively large size. Smashing targets with it inflicts a Moderate Bash. This Arm has two Armor.

Arm: Gust

This arm sends out a blast of wind and force, slamming outward up to 90’ away. Enemies in its roughly 10’ wide path are shoved back 20’, and have to make an Athletics roll (DC 4) to avoid falling over and suffering a Lesser Bash. This Arm has two Armor.

Arm: Suck

This arm has sophisticated machinery to vacuum up objects and people. Anyone within 15’ and a roughly 180 degree arc in front of the arm must make a Brawn check, DC 4, and are dragged 10’ closer if they fail. If they’re drawn into melee range, the parahuman can choose to position the device such that they’re drawn into its mechanism, forcing a Brawn roll against DC 6; a failure inflicts two Moderate Rends, and it requires a DC 5 Brawn roll to become unstuck. The parahuman can only have one person caught in the mechanism at a time. This Arm has one Armor.

Arm: Hook

This arm ends in a long, serrated, structurally effective hook, allowing the mecha to grip and grab objects and surfaces to an extreme extent. It can inflict a Moderate Cut or Pierce in melee, and can only be removed from something it has grabbed with a DC 8 Brawn roll by the attempting party. This Arm has three Armor.

Legs: Walker

These legs are designed for rapid movement and traversal of fairly flat environments. It forces an Athletics roll to move across difficult terrain, but otherwise moves at 60’/action.

Each leg has three Armor. Legs: Climber

These legs are designed for movement through difficult terrain. They can leap 30’ per jump, climb at a rate of 30’/action, and move along the ground at 40’/action. Each leg has two Armor.

Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

List B: Specialty Hardware: Compensation Computing

Hardware: Targeting Computer

Hardware: Sensory Suite

The computer can compensate for damaged parts by using secondary systems. By spending a full round action, the parahuman can make a Wits roll (DC 4) to partially reactivate a damaged part. If successful, they get to use that part during that round, taking an action that would ordinarily be a partial or attack action with it. If failed, the action is wasted, and the part fails to activate, though it can be retried in the future. The computer provides targeting solutions to its parahuman pilot, effectively clearing the ordinary penalty for attacks. When the Core’s armor track is entirely depleted, this hardware becomes useless, the systems responsible becoming too damaged. The computer enhances the video and audio feed in order to highlight targets and important information. The parahuman gains a +2 to Wits rolls where this would be helpful, but if they’re exposed to natural light and sound, they have to make a Wits check (DC 4) or become ​confused​ for a round due to the intensity of the change in stimulus. When the Core’s armor track is entirely depleted, this hardware becomes useless, the systems responsible becoming too damaged.

Hardware: Communications Intelligence Hardware: Aerodar Other...

The computer keeps track of nearby phone calls, emails, radio signals, and other electronic communications that mention the parahuman, and/or their allies, or any chosen keyphrases, within a roughly 100’ radius of them. It notes such signals immediately to the parahuman, providing their information in audio format and prioritizing them by apparent importance. The computer uses the movement of air to take note of the nearby environment. It detects enemies in a full 360 degree radius around the mecha, save those obscured by physical objects (e.g. inside a building), and provides this information to the parahuman. This is not the full extent of your specialties. There are other options to find and unlock.

List C: Misc/Other Bodysuit: Plug Weapon: Repair Gun Other...

Caretaker

This is a Tier 2...4 bodysuit. The helmet provides access to Hardware systems of the mecha when the parahuman is standing within 10’ of the mecha. Close-range tool, fires heat cutter and rapidly hardening concrete-grade adhesive. Full round action fixes one Armor slot on mecha. Alternately, they can use the heat cutter as a weapon and inflict a Moderate Burn in melee. If they use the concrete-grade adhesive, make an attack roll against a target in melee range at -1; if successful, the target loses effective use of targeted limb. This is not the full extent of your possible tinkerings. There are other options to find and unlock.

Creator: ​Nonagon / ​Player: ​~ / ​GM: ​~

Tinker Builds​: List A: Builds Minion: Zombie

A simplistic, lightweight minion, with only modestly increased durability and major limitations in terms of mobility. Simple and cheap to create, but also not particularly strong.

Can be made from cannibalized electronics valued at about $100 and a human corpse. Maintenance of roughly an hour a day, $25 per day. Base statline of 3/2/2/2/0/0/4. One augment slot. 15’/action movement speed, difficulty performing tasks more complex than carrying objects and opening doors. A more sophisticated, but also more expensive, variant on the zombie. More electronics in more places, using some scrap to enhance the body here and there. Minion: Revenant

Can be made from cannibalized electronics valued at about $1500 and a human corpse. Maintenance of roughly an hour a day, $50 per day. Base statline of 5/3/3/3/0/0/5. Three augment slots. Can run, climb, and perform delicate tasks. Easier to acquire than a human corpse, a dead animal such as a dog or raccoon can also be used to create a minion, but will be much less effective, and prone to breakdowns.

Minion: Zombie Animal

Can be made from cannibalized electronics valued at about $100 and an animal (between small and large dog in size). Maintenance of roughly half an hour per day, $25 per day. Must continuously roll Craft against gradually increasing DC to continue operating longer than a day; on a failure, the corpse and parts are rendered useless. Base statline of 2/2/2/1/0/0/1. No augment. Moves at 15’/action, no fine manipulation.

Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

List B: Specialty Augment: Scream

Drone capable of extremely loud, high-pitched scream. On use, all within hearing range must make Guts check (DC 4), or suffer temporary deafness and a -1 to all Wits checks.

Augment: Claws

Metallic claws capable of tearing through flesh and other materials. Inflicts Moderate Cuts on targets in normal melee, Moderate Rends on targets grappled or surrounded.

Augment: Network

Drone uses the ultrasonic machine code of other drones to boost its own information stream. Maintains awareness of what all drones perceive, making it much more difficult to surprise and causing it to automatically engage in limited teamwork with fellow drones.

Augment: Rush

Legs are substantially enhanced with motors and machinery, granting substantially increased movement. Improve movement by a step: Zombies can move as Revenants, Revenants can move at bicycle speeds and leap great distances.

Augment: Strength

Machinery is used to enhance and revive the drone’s muscles, especially those in the arms and upper body, giving a +1 to Brawn.

Augment: Musculature Augment: Dexterity Other...

Machinery is used to enhance and revive the drone’s muscles and joints, giving a +1 to Athletics. Machinery is used to enhance and revive the delicate muscles that manage the hands, as well as adding additional machines to enhance coordination, giving a +1 to Dexterity. This is not the full extent of your specialties. There are other options to find and unlock.

List C: Misc/Other Lens: Management

A personal HUD that translates the ultrasonic machine code of your minions into something you can use and manage, as well as turning your orders into commands for your drones.

Bodysuit: Preservative

Body suit. Is tier 2...4 gear based on craft check. Cannot choose Armor or Heavy options for gear. Automatically injects revivifying chemicals when condition degrades sufficiently, granting a +2 bonus to Guts checks to not die or pass out. Internal vital monitoring, equipment, etc, allow the parahuman to perform emergency medical procedures on themselves either with Medical 3 or with their own Medical skill, whichever is greater.

Other...

This is not the full extent of your possible tinkerings. There are other options to find and unlock.

Dilettante

Creator: ​Nonagon / ​Player: ​~ / ​GM: ​~

Tinker Builds​: Each AI Personality type has a natural affinity for two skills. When the parahuman creates such an AI Personality, it can either have both skills at rank 3, or a single skill of the two at rank 5, chosen at creation. They grant the parahuman these abilities if they’re within their suit, and use them exclusively if they’re installed in another person via a Brainspike. AIs gain one pip of a single skill for each serious encounter they participate in, preferring ones that they saw in action, were forced to use, or are in their own field. Further, roll 1d4 on List D: Personality Quirks when the AI is first used in the field to determine the particular quirks of that AI. List A: Builds Bodysuit: Autopilot

Body suit. Is tier 2...4 gear based on craft check. Cannot choose Armor or Heavy options for gear. They can make a free movement action, but they cannot make three movement actions in a single round in this fashion. Has processing space to contain two Personalities.

Bodysuit: Perfect Strike

Body suit. Is tier 2...4 gear based on craft check. Cannot choose Armor or Heavy options for gear. Whenever they make an attack, on a natural 5 or 6, they automatically hit, regardless of the other person’s rolls. Has processing space to contain two Personalities.

Bodysuit: Unpredictable

Body suit. Is tier 2...4 gear based on craft check. Cannot choose Armor or Heavy options for gear. When a reading-oriented power is applied against them, has a 50/50 chance of automatically fizzling, and inflicts a -2 on Scrutinize rolls or similar. As a half-action, can shift body movement to subtly and unpredictably change it, inflicting a -1 to the next attack or defense roll made against them. Has processing space to contain two Personalities.

Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

List B: Specialty Personality: Breadwinner

Baseline personality is professional and stern, focused on routine and reason, strongly disliking the unpredicted or unpredictable. Breadwinner has a natural affinity for the Computers and Street Smarts skills. Statline of -/-/-/3/3/3/-.

Personality: Hard Body

Baseline personality is boisterous and gregarious, actively seeking out novel situations and potentially dangerous ones. Hard Body has a natural affinity for the Endure and Withstand skills. Statline of -/-/-/4/3/2/-.

Personality: Shrinking Violet

Baseline personality is quiet and avoidant, strongly dislikes strong personalities and constraints, whether metaphorical or literal (being in the parahuman’s suit doesn’t count). Shrinking Violet has a natural affinity for the Sneak and Thievery skills. Statline of -/-/-/4/2/3/-.

Personality: Sweet Honey

Baseline personality is superficially charming and very attentive, but strongly dislikes liars, other than itself. Sweet Honey has a natural affinity for the Charm and Deception skills. Statline of -/-/-/3/4/2/-.

Personality: Twisted Love

Baseline personality is enthusiastic and volatile, actively egging on conflict when provoked, and the line for provocation is very low. Twisted Love has a natural affinity for the Aim and Finesse skills. Statline of -/-/-/3/2/3/-, and gives an extra pip of Guts when implanted via Brainspike.

Other...

This is not the full extent of your specialties. There are other options to find and unlock.

List C: Misc/Other Trinket: Brainspike

As a half-action, the parahuman can remove a personality from their suit and place it in a brainspike. Brainspikes can be implanted in the spine of an unconscious or unresisting individual as a full round action. Individuals who have been implanted with a brainspike have their body entirely controlled by the personality.

Brainspikes burn out after a day or so, and stop having any effect on the person they’re implanted in, though it’s not recommended anyone but the Tinker remove them. The AI survives this burning out (unless the brainspike is destroyed, in which case they die), though they aren’t aware of any intervening time. Other...

This is not the full extent of your possible tinkerings. There are other options to find and unlock.

List D: Personality Quirks Gets a +1 to their next attack against a person who successfully struck them. Doesn’t stack. Quirk: Berserker

Quirk: Obsessive

To willingly retreat, they must make a Guts roll (DC 5). If the parahuman retreats with them in the suit when they fail to make such a roll, they become uncooperative, and their skills can’t be used for a time. On the second round of combat, the personality picks their most strongly disliked enemy, and gains +1 dice to all attack and threaten rolls against them for the remainder of the fight. Once this happens, their skills become unavailable to apply to other targets until that target is taken down or retreats. If independent, will monomaniacally focus on their target. Personality resists all morale-damaging effects when in front of a crowd of at least three bystanders. Grants a free point of reputation that can’t be lost, only rendered inert until the next milestone.

Quirk: Performer

Quirk: Serene

Kruos Tinker Builds​:

Personality suffers one point of morale penalty for each time they’re made to operate in secret or quiet, recovering to full on being given the spotlight again. Within the suit, this limits rolls made with the personality’s granted skills. While either in the parahuman’s suit or installed in a person, ignore most Wound effects, particularly mental ones such as ​pain​ or ​confused.​ Grants a +2 to Guts rolls to perform extremely painful or suicidal actions. Their disconnect from the world means they suffer a -1 to all Wits rolls. If they’re currently suppressing any Wound effects, they also inflict this penalty on the parahuman.

Creator: ​Nonagon / ​Player: ​~ / ​GM: ​~

List A: Builds Any armor and weapon can be combined, reducing cost and allowing them to be grown from a single seed, but rendering them parts of the same inseparable whole.

Seeder: Simple

A complex mechanism that turns raw materials into the “seed” of a new crystalline life form. Compresses and forms the initial seed used in other constructions. Original materials cost around $150 (can be cannibalized from preexisting electronics/appliances easily), maintenance costs of around $10 a week. Requires one hour of work/prep to generate seed, which is roughly the size of a pebble. Seeds grow to full size over two to sixteen hours, depending on complexity and size of the end device. A more complex seeder, but also more expensive. Original materials cost around $7,500, maintenance costs of around $500 a week.

Seeder: Sophisticated

Allows appending an augment to a seed before it is grown, at increased cost, but effectively increasing the number of augments for a given weapon or armor by one. Requires one hour of work/prep to generate seed, which is roughly the size of a pebble. Seeds grow to full size over two to sixteen hours, depending on complexity and size of the end device. Can increase speed of production an order of magnitude by not appending augment at this stage.

Armor: Dragonscale

Crystal grown into large and bulky humanoid form, to be worn as massive heavy armor. Attach one weapon from list A and two augments from list B. Armor grants two bonus pips of health, +3 Brawn, and unarmed melee attacks deal Moderate Bash, but suffers a -1 to Athletics, and moves at 15’/action. $100 price tag.

Can carry up to three blood charges. Blood charges can be spent to rush, canceling mobility penalties for a single round.

Weapon: Ballista

Fires long, sharp rods at targets, which penetrate and impart massive force to the target hit. 70’ range (-1 each doubling), A/G apply, on hit deals Moderate Pierce (roll 1d5 for Wound type, on 5 deals Critical Pierce). Targets hit are always pinned, and must make Brawn roll (DC 5) to get free and retain full movement that round. Takes a full round to reload, max 3 shots. Append one augment from list B. $60 price tag. Can be used independently of armor, but cannot collect blood charges in this case. One blood charge from armor can be spent to reload as a partial action.

Weapon: Cannon

Fires crystalline spheres at opponents, which shatter into splinters on hit. 25’ range (-1 each doubling), A/G apply, on hit deals Moderate Bash to target, and Lesser Pierce in 20’ range of target (including target themselves). Takes a full round to reload, max 3 shots. Append one augment from list B. $60 price tag. Can be used independently of armor, but cannot collect blood charges in this case. One blood charge from armor can be spent to reload as a partial action.

Weapon: Hammer

Weapon smashes into opponents, slamming them into the ground with enormous force. Deals a Moderate Bash and the effects of a Moderate Rend, but long windup means they cannot move in same round as making the attack. Append one augment from list B. $40 price tag. Can be used independently of armor; has capacity for one blood charge held on its own, in this case. One blood charge can be spent to move in the same round as making an attack with the weapon.

Weapon: Saber

Weapon cleaves through the air, and potentially many opponents. Choose one target within 10’, and a second target also within 10’, and make one attack roll. The first and second target, as well as all those between them, must roll to defend against the attack roll. Deals Moderate Cuts to all hit. Append one augment from list B. $40 price tag. Can be used independently of armor; has capacity for one blood charge held on its own, in this case. One blood charge can be spent to roll an extra effect of Moderate Cut. Weapon is made up of a series of serrated blades arranged in a circle, which are used in melee combat. Inflicts Moderate Rends in melee. Append one augment from list B. $40 price tag.

Weapon: Sawblade

Can be used independently of armor; has capacity for one blood charge held on its own, in this case. One blood charge can be spent to further shove opponent with sawblade; they must roll Athletics versus static DC 4 or be thrown 10’ and suffer a Lesser Bash (Moderate if into a wall). Large shield that the parahuman can use to defend themselves, in addition to armor. Inflicts Moderate Bash in melee. Grants an additional pip of armor health. Append one augment from list B. $40 price tag.

Weapon: Tower Shield

Other...

Can be used independently of armor; has capacity for one blood charge held on its own, in this case. One blood charge can be spent to enhance force of slam with tower shield, dealing second Moderate Bash effect (but not wound) and knocking opponent 10’. This is not the full extent of your possible builds. There are other options to find and unlock.

List B: Specialty Augment: Exothermia

Append to weapons or armor. In either case, can spend a blood charge to enhance attacks made with the piece of equipment, adding a Moderate Burn of damage and effect on hit.

Augment: Lithovore

Append to weapons or armor. In either case, can feed powdered rock, sand, or similar materials to armor to juice it up before a fight. Counts as a single blood charge that lasts for days, but only one, and takes a minute or so to absorb the materials.

Augment: Bloodthirst

Append to weapons or armor. In either case, expand the maximum pool of blood charges held in the weapon or armor by one. Can spend two charges at once for an enhanced effect where one charge would normally be used.

Augment: Scanner

Append to armor. Can spend a partial action to scan an individual, giving vital information (detailed info on observed powers, health, disposition), and research data for later purposes.

Augment: Hawkeye

Append to armor. Toggled enhanced vision mode, zooming in on targets. While active, double effective range of all ranged weapons, gain a +1 to-hit with ranged weapons, but may require an Athletics or Dexterity roll for mundane actions, and suffer -2 penalty to Dodge if the attack comes from someone other than the parahuman’s current target.

Augment: Porcupine

Append to armor. Enemies who attack unarmed (or similar), must make an additional Dex roll (DC 5) or suffer Lesser Pierce. Inflicts effect of Lesser Pierce on successful melee hits with armor.

Augment: Claw Arms

Append to armor. Additional pair of limbs on armor, working with Brawn 4 and wearer’s Dexterity, can grapple targets, hold items, and so forth, and may act with hands free while claw arms continue their hold.

Augment: Devil-Tiger

Append to weapons. Weapon is particularly active, intelligent, nudging the parahuman to augment their accuracy. Gains an effective +1 to to-hit with the weapon in question.

Augment: Brutal

Append to weapons. Weapon is particularly gruesome, tending towards vicious, rough-edged damage. Inflicts the effect of a Lesser Rend on each hit.

Other...

This is not the full extent of your specialties. There are other options to find and unlock.

List C: Misc/Other Trinket: Symbiont Trinket: Spider Terminal: Analysis Other...

A small crystalline life form that attaches to other crystal equipment, serving to feed it. Takes two rounds to be fully absorbed and repairs all damage, but is canceled if interrupted by being damaged, with the life form destroyed. $200 price tag. A crystalline life form made up of many interconnected hooked parts, similar to chain. May be balled up and thrown (10’+Brawn bonus*5’ range); on contact, unfurls, grappling the target. Inert otherwise. Statline of 3/0/0/0/0/0/1, when relevant. $75 price tag. Large computer station which can analyze materials from other parahumans - corpses, Tinkertech, body parts, minions - to help give suggestions and ideas for other devices. Can read from Scanner to expand on ideas. $400 price tag. This is not the full extent of your possible tinkerings. There are other options to find and unlock.

 

Pirouette

Creator: ​Nonagon / ​Player: ​~ / ​GM: ​~

Tinker Builds​: List A: Builds

Gauntlet: Arachnid

Claw is slender and slick. When equipped, can tense certain muscles to trigger a “hookshot” type grappling hook, firing up to 40’ away and then reeling the parahuman (or object) in - inflicts a Lesser Pierce for such attacks, but may require a partial action to remove hook, depending. Deals Lesser Cuts in melee, and claws are envenomed, causing a stacking -1 to Athletics on successive hits that lasts for several minutes. One augment. There may be more to this, it bears testing in the field.

Gauntlet: Ursine

Claw is large and gruesome. When equipped, claw attaches to nerves and blood vessels in hand, and grants gruesome melee strength. Deals Moderate Rends in melee, and injected chemicals grant a +1 bonus to Guts rolls related to physical damage. One augment. There may be more to this, it bears testing in the field.

Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

List B: Specialty Augment: Puncture

Claw is good at penetration, ignoring one layer of armor and allowing the gauntlet to affix itself to solid surfaces and be used to keep the parahuman attached to almost any surface, no matter how sheer, without a roll.

There may be more to this, it bears testing in the field. Augment: Wildcat

Claw’s motors grant enhanced movement, almost seeking out targets to damage. Gain a +1 to to-hit rolls with the claw, and can move an additional 15’ so long as it’s part of a lunge towards a target. There may be more to this, it bears testing in the field.

Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

List C: Misc/Other Trinket: Spike

Consumable stimulant, injected. Lasts half a minute (three rounds), requires a partial action to administer. For duration, grants +1 Wits and Dex, and prevents any morale penalty from taking effect. When duration ends, crash ensues for five minutes, inflicting -1 Wits and Dex and inflicting a -2 morale penalty. Repeated doses during the crash have reducing effects - 50% odds of success on second, 25% on third, etc. On failure, additional doses will not work to clear the effect.

Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

Ranger

Creator: ​Nonagon / ​Player: ​~ / ​GM: ​~

The Ranger builds and maintains a single minion, which obeys commands and has simple friend-or-foe identification. Additionally, when the minion is active in combat, it builds up heat, which must be vented every three rounds. Venting lasts two rounds, and during this time the minion cannot move, dodge, or otherwise act, and is vulnerable to attack. Tinker Builds​: List A: Builds Minion: Rhino

This minion is ponderous and slow, a large, well-armored quadruped, with a pair of horns on its head. In melee combat, rolls twice for attack: if both hit, deals a Moderate Pierce and a Moderate Bash, if only one hits, deals a Moderate Bash. Moves at roughly normal human speed. Minion’s statline 5/2/2/2/0/0/4, and has a bonus pip of health via armor. Append one augment and one pattern.

Minion: Serpent

This minion is lithe and swift, with an ophidian body and a mouth full of sharp teeth. It can make melee attacks that deal Moderate Cuts, attacking up to twice per turn in melee range as a single attack action. It also has a +2 bonus to rolls to initiate a grapple, and to struggle and strangle once in a grapple. If it is grappling a target and it enters heat vent mode, that target takes a Moderate Burn each round it stays in the grapple, but can escape if they can make a Brawn check with a DC equal to the Serpent’s Brawn (base 3). Minion’s statline is 3/4/4/3/0/0/3. Append one augment and one pattern.

Minion: Tiger

This minion is dangerous and lethal, with a quadrupedal body and long, sharp claws. It can make melee attacks that deal Moderate Cuts, attacking the same target twice in a single attack action. It can also lunge at a target, moving up to 30’ (minimum 10’) and hitting the target, dealing two Moderate Cuts and forcing the target to make a Brawn check (DC 6) to stay on their feet rather than being knocked down by the tackle. Minion’s statline is 4/4/3/3/0/0/3. Append one augment and one pattern.

Weapon: Bolt Rifle Weapon: Bolt Pistol Bodysuit: Tortoise

Basic range increment of 90’, fires once per round. Moderate Pierce on successful hit. Two-handed. Append one augment. Basic range increment of 40’, fires (Dex/2) per round. Moderate Pierce on successful hit. One-handed. Append one augment. Body suit. Is tier 2...4 gear based on craft check. Cannot choose Armor or Heavy options for gear. When the parahuman makes a successful Guts tank check, damage is reduced two levels instead of one.

Append one pattern. Bodysuit: Frog

Body suit. Is tier 2...4 gear based on craft check. Cannot choose Armor or Heavy options for gear. Grants +20’ leaping, and +2 to all climb checks via sticky hands. Append one pattern.

Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

List B: Specialty Augment: Rip-Tear Augment: Knockdown

Weapons are gruesome, curved and serrated. Successful attacks always ​scar,​ and deal a stacking -1 to Ath which each successive hit. Make Guts check (DC 4) on hit; if failed, target suffers ​pain​ in the affected body part as well. Weapons are empowered with greater raw force. Successful attacks impart heavy force, knocking the target down. If the target would already be knocked down, or was knocked down already, deal a Lesser Bash without a roll.

Augment: Armor Pierce

Weapons are sharper and pointier. Successful attacks penetrate armor effortlessly; ignore all armor slots for the purposes of damage, and attempts to Guts-tank the hit are at an effective -1.

Pattern: Porcupine

Armor is covered in many sharp spikes to protect the wearer. Grapples, being hit in melee, or attacking with unarmed melee (bodysuit only), provoke a DC 4 Dex check on the part of the other party; on a failure, the other party (or their weapon) takes one Moderate Pierce.

Pattern: Piscine

Armor is especially slippery, hard for enemies to get a firm hold on. Gains +15’ movement speed and a +1 to dodge grapples and most melee attacks.

Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

List C: Misc/Other Trinket: Repair

Consumable, can be used once. With a half-action while the Tinker is in melee range of his minion, it is attached to a minion while it vents heat, and clears the most serious wound of damage. Two repair trinkets cannot be used on the minion during one venting cycle.

Trinket: Scan

Scans a subject. Scanning parahumans provides bonuses to research, scanning their tech/minions provides larger bonuses. Additionally, subject is ‘tagged’ for a time, and both the parahuman and their minion gain a +1 bonus to accuracy when attacking them. Single use, but recharges after an hour.

Lens: PIP HUD

Lens, grants a HUD showing the fight from the minion’s point of view. Helps keep the parahuman aware of goings-on even when at a distance from minion.

Terminal: Work

Large, bulky workbench, used for repairing and modifying minions. Can be used to swap out augments and patterns, to repair minion, and as workbench for general use.

Other...

Samsara

This is not the full extent of your possible builds. There are other options to find and unlock.

Creator: ​Nonagon / ​Player: ​~ / ​GM: ​~

Parahuman downloads their consciousness into a sessile laboratory, then uploads self into varying robotic bodies. Permanently abandons meatform in this manner. The inactive backup copies of their consciousness are referred to as “braintapes.” The parahuman's suit sends back a constant feed of sensory data to its laboratory. When the parahuman's body is killed, the data is replayed to a fresh copy of the parahuman's brain in realtime, to "catch it up". Because it's the same brain with the same sensory inputs, there's no errors or confusion or lack of emotional resonance. Also because of this, it takes as long as it's been since the last backup for the brain to be restored. Parahuman still requires rest, and their body needs to recharge its batteries, which is best done at the laboratory - about two hours of charging will provide a full 24 hours of energy. Conventional electricity sources take much longer, 10-16 hours for the same charge

total. They can also quickly refresh their braintape while recharging. They can manually switch between bodies in their laboratory without needing to be killed, a process that takes about one hour. The parahuman should not be allowed to buy down their physical statline (Brawn/Ath/Dex) in order to buy up their mental statline (Wits/Soc/Know/Guts), as either they will begin play as an braintape using robotic bodies, or they will quickly become one. The parahuman's physical durability is not set by their Guts, but by their frame - Guts is used for resisting mental effects and similar only. Tinker Builds​: List A: Builds

Laboratory

A large, sessile workplace which fills a roughly 200 square foot area or room. The laboratory can be packed up and moved, or recreated if destroyed, but creating it is a very time-intensive process, taking weeks, and moving it requires days of labor to disconnect everything safely. It is also where the parahuman’s bodies are manufactured. Because of its function, time consuming maintenance, and similar characteristics, the parahuman can only have one at a time. This body is extremely lithe and flexible, providing them with the ability to snake into crawlspaces with at least four inches of clearance on each side. Their fingers also contain elaborate, complex machinery which allows them to seize control of any electronic system they have physical access to, though not necessarily decrypt encrypted files.

Body: Arachnoid

This body doesn't have normal Wound slots - each time they take damage, roll 1d3: a 1 reduces Brawn by 1, a2 reduces Athletics by 1, and a 3 reduces Dexterity by 1. Reroll if the stat has reached 0. Dead when all three physical stats are zero. Still suffers Wound effects, but ignore doubled Wounds, temporary Wounds, confused,​ ​pain,​ and similar. For Lesser Wounds, flip a coin; tails, no damage, but still apply effect. Base statline of 3/3/4/-/-/-/-. Producing one of these bodies costs around one thousand dollars and two days of labor. Append two weapons and one augment from List B. This body is lightweight, roughly humanoid, and capable of great leaps and grasping. They can hold a position on any surface, move at 15’/action straight up or along walls and ceilings, and leap 30’/action. They also have claws on their fingers allowing them to inflict Lesser Cuts in melee (Lesser Rends in a grapple), and gain a +1 to all grapple checks due to a highly flexible body.

Body: Reptile

This body has four armor slots. Once per round, if they fail a dodge, they can opt reduce damage taken by a step (C -> 2M -> M -> L -> None), but get shoved 10' away from damage point, and become staggered. Base statline of 3/5/4/-/-/-/-. Producing one of these bodies costs around two thousand dollars and two days of labor. Append two weapons and one augment from List B. This body is a heavyweight, virtually impossible to push without the application of powers, towering at 10’ height and 5’ wide, weighing around one ton. Base movement speed of 20’/round, slower than a typical person.

Body: Giant

This body has six Armor slots, and ignores all deleterious effects of Wounds that are not Critical Wounds. Base statline of 6/3/3/-/-/-/-. Producing one of these bodies costs around five thousand dollars and six days of labor. Append two weapons and one augment from List B. This body is lightweight, cruddy, and prone to fidgets. It is more a backup in case of extreme loss than a proper body.

Body: Trash

This body has two armor slots. Base statline of 2/2/3/-/-/-/Producing one of these bodies costs around fifty dollars and two hours of labor. Append one weapon from List B.

Other... List B: Specialty

This is not the full extent of your possible builds. There are other options to find and unlock.

Augment: Grip

Can inflict Moderate Rends when in a grapple, gains a +1 to rolls to maintain a grapple, and can twist most inert objects into new shapes without a roll.

Augment: Boost

Can make an extra move action (including alternate movement provided by a Body), with a one round cooldown (i.e. can’t do it twice in a row).

Augment: Switchblade

Has a hidden blade built into a limb, which can be released as a free action, slicing out and inflicting a Moderate Cut or Moderate Pierce on a target in melee reach. If in a grapple, automatically hits without a roll.

Augment: Armor

Add a single extra armor slot to the parahuman’s body. If the body is Arachnoid, this is applied before starting to damage stats.

Weapon: Laser Cannon

The laser cannon visibly warms up before firing, making an attack action and holding the parahuman in place as the weapon prepares itself. It glows white with heat, then at the end of the parahuman’s next turn, it lances out to inflict two Moderate Pierces, as well as the effect (but not damage) of a Lesser Burn. Gains a +1 to accuracy. Can only be dodged, not tanked, barring exotic powers.

Weapon: Pulse Laser

The pulse laser fires a scattering of lasers, striking out in a roughly 20 degree cone up to 60’ away. Anyone in the area has to make a dodge roll against a static DC of 4 in order to not suffer damage. If they stay in the area for a full round, then they have to roll again against a DC of 6. Inflicts a Moderate Pierce on a hit.

Weapon: Sweeping Laser

Pick a target point within 45’, and a second target point within 45’ and a one hundred eighty degree arc of it. Inflict Lesser Burns on anyone caught in the arc of the two points, with a -1 penalty to rolls to dodge.

Weapon: Prism Laser

When activated, inflicts two Lesser Burns on anyone within 15’ of the parahuman and in a 180 degree arc around the weapon muzzle. Can only be tanked, not dodged, barring exotic powers. Has a one round cooldown, and while in cooldown mode, the parahuman suffers a -1 to Athletics rolls, as the ambient heat of the weapon interferes with mobility systems.

Weapon: Laser Torch

Inflicts Moderate Burns on melee targets. Can be used to melt and immolate objects fairly easily - very useful as a raw destructive tool. +2 to accuracy when used on a person caught in a grapple with the parahuman.

Weapon: Screecher

Effectively a half-broken version of the Prism Laser. Creates an extremely loud and bright aural and visual effect in a 15’ radius of the parahuman. It inflicts no damage, but causes the effect of a Lesser Shock. Has a one round cooldown, and while in cooldown mode, the parahuman suffers a -1 to Athletics rolls, as the ambient heat of the weapon interferes with mobility systems.

Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

List C: Misc/Other Trinket: Charge

Grants a one round +2 to Brawn, Athletics, Dexterity, or Guts, depending on the Augment the suit has (Grip, Boost, Switchblade, Armor, respectively).

Trinket: Rifle

Select a List B weapon. This is effectively that weapon, but detached from the body. It can only be fired or used once - continuous effects lasting one full round - with important components melting to slag immediately afterwards. It is a DC 3 Dexterity roll to drop it before it causes Lesser Burns.

Trinket: Scan

Scans a unique parahuman signature to gain research data. Can also be consumed to locate heat, EM, or other identifying signatures, rolling Know DC 4 to track down whoever they find.

Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

Sniper

Creator: ​Nonagon / ​Player: ​~ / ​GM: ​~

When Sniper’s weapons run out of ammo, he must clear and replace the battery, which is a half-action. It requires a Dex roll (DC 3, 4 if moving) to catch the old battery as a free action; otherwise, it requires a half-action. Old batteries can be refilled and restored to functioning for negligible costs. His weapons hold only one battery, unless otherwise noted. Tinker Builds​: List A: Builds

Weapon: Assault Rifle

Can shoot two bolts per battery, can fire (Dex/2) times per round. Each shot inflicts a Moderate Wound, and can be aimed at separate targets, if preferred. Base range 80’. Two augments.

Weapon: Blast Rifle

Can shoot one bolt per battery. Each slot inflicts two Moderate Wounds. The force of the bolt creates a localized blast, causing one Moderate Wound to all caught in a 20’ by 10’ cone. Base range 80’. Two augments.

Weapon: Heavy Rifle

Can shoot one bolt per battery. Each shot inflicts two Moderate Wounds. On a natural 6, deals a Critical Wound and a Moderate Wound instead. Base range 80’. Two augments.

Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

List B: Specialty Augment: Battle Vents

Can be used to strike targets in melee after it’s been fired at least once in the past few minutes, dealing Moderate Burns on a successful hit.

Augment: Second Battery

Built into side of weapon, second slot for batteries, functions as “backup battery.” Otherwise normal, takes two half-actions to refill to full.

Augment: Armor Piercing

The shots are treated and constructed specially to penetrate opponent’s armor. Shots fired from the rifle ignore one layer of armor outright.

Augment: Obscure

The shots fired leave no contrail, and the sound profile is sharply reduced. Opponents must make a Wits roll (DC 6) to determine which direction the sniper is firing from.

Augment: Scope

Sniper rifle has an attached scope; select a lens from List C, and the parahuman can swap it on/off as a free action.

Augment: Steady

When the parahuman hasn’t moved this turn or last, they gain a +1 bonus to to-hit, which increases to +2 if they’ve made a sniper perch.

Augment: Heavy

Grants two pips of armor, but only from the front, and does not cover legs (cover can compensate). The item is heavy, counts for one point of encumbrance in terms of weight.

Battery: Thermal

Bolts are superheated after leaving the rifle, and detonate on impact, inflicting Lesser Burns on all within 10’ of the individual struck. Burn type damage.

Battery: Bounce

Exotic energies lace outwards on impact, making an unmodified d6 roll against those within 15’ of the individual struck; on a success, they inflict a Moderate Shock on those hit. Shock type damage.

Battery: Impact

Bolts are enhanced in raw force, slamming into targets. Targets hit are automatically staggered, and must pass a DC 5 Brawn check to not also be knocked down. Bash type damage.

Battery: Magnet

Bolts are treated with a magnetic effect, drawing future bolts towards the target. Subsequent shots against the same target, with either Magnet bolts or other types, gain a +1 to accuracy, which does not stack. Attempting to shoot a target within 10’ of the first target suffers a -1 penalty, but if the shooter misses, the individual previously struck by the effect must also roll defense against the parahuman’s roll. Pierce type damage.

Battery: Smog

Bolts contains chemical compounds which rapidly expand, creating a thick smoke that blocks visibility in a 25’ radius, inflicting a -2 penalty to attacks into or out of the area (the Wallhack Lens ignores this). Individuals in the smoke suffer a -1 penalty to Athletics with each round they spend any substantial amount of time in it (and regain one each round they spend outside it). Pierce type damage.

Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

List C: Misc/Other Bodysuit: Camouflage Lens: Zoom

Body suit. Is tier 2...4 gear based on craft check. Cannot choose Armor or Heavy options for gear. When the wearer remains still, they gain a +1 to stealth rolls, which increases to +2 if they do not make any attacks. Double base range of gun, but -2 to to-hit when targets less than 30’ away. Half-action to swap, deactivate, or remove.

Lens: Scanner

Grants info on parahuman powers as they are used; saves info for further research. Roll Know against rising DC (starts at 1) each time extremely powerful power effect is generated/activated; on failure, whites out, can’t be used further until repaired, but data is saved. Half-action to swap, deactivate, or remove.

Lens: Wallhack

Can see lifesigns through opaque objects such as walls, but suffers a -1 to target non-living opponents (e.g. drones). Half-action to swap, deactivate, or remove.

Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

Telefrag

Creator: ​Nonagon / ​Player: ​~ / ​GM: ​~

Telefrag builds many smaller teleporters. While wearing their bodysuit, they can teleport to any teleporter within their bodysuit’s range as a free action (once per turn). This creates a loud “thunderclap” noise at their new position, which a Wits check (DC 2) can generally identify the direction of. Tinker Builds​: List A: Builds Bodysuit: Distance

Body suit. Is tier 2...4 gear based on craft check. Cannot choose Armor or Heavy options for gear. Can teleport to any teleporter within 150’. Bodysuit has built in “slots” that can carry up to four teleporters at a time. Append one augment.

Bodysuit: Carry

Body suit. Is tier 2...4 gear based on craft check. Cannot choose Armor or Heavy options for gear. Effective teleportation distance is 75’. Bodysuit has built in “slots” that can carry up to eight teleporters at a time. Append one augment.

Teleporter: Discus

Teleporter is lightweight and designed to be thrown. Can be hurled as a half-action, with a base range of (Brawn x 10’), losing accuracy when thrown further as normal for ranged weapons. Once it comes to a rest, it locks into place as best it can. When detonated, explodes with a base radius of 10’. Append one pattern.

Teleporter: Spidermine

Teleporter is lightweight and designed to be placed on the ground. Can be placed as a half-action, moves 30’ per turn, to a point or towards a target selected by the parahuman. All spidermines can have their direction reset with a half-action to place a new order (can also reset individually, set some to different targets, etc, with a half-action). When detonated, explodes with a base radius of 10’. Append one pattern.

Teleporter: Pylon

Teleporter is a large - and largely static - emplacement. Moving requires a work team or vehicle. Teleporting to the pylon has the same range as normal. However, when the parahuman is within 10’ of the pylon, their effective range of teleportation is increased tenfold - that is, they can teleport to any teleporter within (base range) * 10. When detonated, explodes with a base radius of 30’. Append one pattern.

Weapon: Flaregun

Weapon is a small, one-handed gun. It fires a bolt which, after being shot, travels 30’ from the gun, explodes in a 10’ base radius. If it hits a target before reaching its range, it deals a Moderate Pierce. Then, roll an unmodified dice with a DC of the target’s Brawn + any armor; if it succeeds, the bolt keeps moving on its normal trajectory, if it fails, it becomes lodged in the individual hit and detonates appropriately. Append one pattern.

Weapon: Shotgun Weapon: Grenade

Weapon is a large, two-handed gun. It fires a melee-range “explosive” cone which emanates out up to 20’. Append one pattern. Weapon is a thrown grenade, which can be hurled at a base range of (Brawn x 5’), and detonates with a base radius of 5’.

Append one pattern. Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

List B: Specialty Augment: Leap Booster

Parahuman’s jumping distance is increased by 20’, ignore the first 20’ to be fallen, and gain an extra dice on Acrobatics-related checks.

Augment: Wall Crawler

Parahuman can cling to surfaces without a roll, and climb vertically and horizontally at 15’/action. They also gain a +1 bonus to checks to keep a hold on someone in a grapple.

Pattern: Gas

Effective radius of detonation is doubled. Those caught in the radius must make a Wits check (DC 5) or accidentally inhale; inhalation causes an immediate -1 to Athletics, and provokes a coughing fit, leaving the person unable to act for a round. The -1 to Athletics can be recovered from if given a round of doing nothing but catching their breath.

Pattern: Napalm

Normal radius of detonation. Inflict Moderate Burns on all in range. Effect persists in radius for two rounds, causing damage to everyone who stays within.

Pattern: Impact

Effective radius of detonation is increased half again (round up to nearest multiple of 5’). Inflicts Moderate Bash on all in range, those affected must make DC 5 Brawn check or been knocked down.

Other...

This is not the full extent of your specialties. There are other options to find and unlock.

List C: Misc/Other Trinket: Ping

Consumable, hand-held device. Battery only good enough for one use. “Pings” all teleporters within 200’, giving a radar-esque map of all locations within 10’ of a teleporter in range. If a parahuman is actively using their power in this radius, the information gained can be used as if it were scan data, advancing research.

Trinket: Boost

Consumable, hand-held device. Placed in a slot on a bodysuit and then activated. When activated, consumes fuel, “burns out” the slot, which must be repaired to be reused. When used, effective range of teleportation triples for a single round.

Other...

This is not the full extent of your possible tinkerings. There are other options to find and unlock.

 

Zone

Creator: ​Nonagon / ​Player: ​~ / ​GM: ​~

In many of Zone’s tinkerings, there will be a Haste: and Slow: note. These describe the effects on the equipment of being in one aura or the other. Tinker Builds​: List A: Builds Weapon appears like a mace, with a spiked ball at the end of a stick. Deals Moderate Bash in melee range. Append two augments and one pattern. Weapon: Morningstar

Haste: On a successful hit, can use momentum to move up to 15’ and attack a new target. Can be chained. Slow: Deals Lesser Bash in 10’ AoE around target, regardless of whether they hit or not.

Weapon: Rapier

Weapon appears like a long, slender blade, good for piercing, rapid attacks. Deals Moderate Pierce in melee range. If the parahuman closes to melee as part of the attack, deals one extra damage (but no extra effect). Append two augments and one pattern. Haste: Can make a non-attacking partial action after a successful hit. Slow: Target is staggered on hits, must roll Athletics (DC 5) to not be knocked down.

Weapon: Chain-Sickle

Weapon is a sharp blade on the end of a long wire whip. Range is 15’, and can be used for exotic movement type, swinging the parahuman from spot to spot, granting +30’ to a movement action when appropriate, and allowing the parahuman to “hang down” 15’ from edges, etc. Can be used to grapple with. Successful hits deal Moderate Cuts. Append two augments and one pattern. Haste: Increase effective range to 30’, and +60’ to movement action when appropriate. Slow: +1 to to-hit, and +1 to Brawn for the purpose of grappling.

Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

List B: Specialty Augment: Aura

Weapon’s mechanisms interact positively in conjunction with the Breaker state’s aura, effectively increasing the radius that the aura covers by 15’.

Augment: Lunge

Weapon’s mechanisms help provide enhancement movement to the parahuman, pushing/pulling them along when they lunge and withdraw, adding an additional 15’ to their movement range.

Augment: Covert

Weapon can be effectively folded up, compacting into a small space and slotting around the parahuman’s forearm in such a way that it’s not visible or overt. Can be drawn out to full size/effect as a free action, suddenly appearing in hand with a flick of the wrist.

Augment: Tag

On a successful hit, the weapon tags the target with a special effect, providing awareness of the target’s location and positioning for around an hour. Grants a +1 bonus to dodge and attack the target while the effect lasts. When paired with Data, feeds a constant stream of information to the parahuman regarding more sophisticated information.

Augment: Data

On a successful hit, the weapon briefly interacts with the target’s circulatory and nervous systems, providing a plethora of data to the parahuman in a fraction of a second. Will tell the parahuman how wounded they are, as well as information regarding their emotional state and any powers they may have or be affected by. Used for “scanning” in order to gain additional data for later research.

Augment: Durability

On a successful hit, feeds back into the parahuman’s Breaker body. Reduce the worst Wound the parahuman suffers to one step lower, with Lesser Wounds being cleared altogether.

Pattern: Flake

Whenever the parahuman wishes (free action), the weapon leaves behind flakes in wake of movement. These flakes effectively act as anchors for the parahuman’s aura (with aura changing with the parahuman’s), and maintaining its effect after the parahuman leaves. Flakes last for a few minutes before evaporating.

Pattern: Hold

On successfully hitting a target, makes it difficult for them to escape melee with the parahuman, having to roll Brawn (DC 5) to move away. Additionally, the parahuman’s aura no longer offers its beneficial effect to targets so affected, though the negative effect remains. On successfully hitting a target, inflicts a stacking debuff to one of the target’s stats, depending on whether the parahuman is in Haste or Slow mode.

Pattern: Venom

Haste: -1 to Dexterity, stacks. Slow: -1 to Athletics, stacks.

Other...

This is not the full extent of your possible builds. There are other options to find and unlock.

List C: Misc/Other

Trinket: Battery

Builds up a charge by being within the parahuman’s aura. When used as a partial action, charge is expended to enhance attacks, with exact effect dependent on mode. Can’t safely carry more than one at a time, due to bad interactions between large numbers. If the parahuman carries more than one, roll 1d6 each time one is used, against a DC equal to the total number that were carried simultaneously (including expended ones). On a failure, the battery explodes dangerously, causing a Moderate Burn in a 5’ radius around the parahuman, harming the parahuman themselves as well. Haste: Parahuman can expend their extra partial action on an attack on the round that the battery is used.

Slow: Rather than rolling 2d4 (attacker chooses), the parahuman simply applies both effects, including damage, on a successful strike. Builds up a charge of special effect by being held by the parahuman. When flung (base range Brawn x 5’), explodes for violent effect in 10’ radius, exact effects dependent on which mode the parahuman is when they use the grenade. Grenade

Haste: Fragments are white-hot, causing Moderate Burns to those caught in effect. Slow: Fragments carry heavy power, causing Moderate Bashes to those caught in effect, and knocking them to the ground. Body suit. Is tier 2...4 gear based on craft check. Cannot choose Armor or Heavy options for gear. Refracts and enhances aura in extreme close range, granting bonuses to the parahuman’s defense and to unarmed melee.

Bodysuit: Refractive

Haste: Enhances mobility, granting a +1 to all rolls to avoid attacks. Unarmed melee attacks add the effect of a Lesser Burn. Slow: Enhances distortion, granting a +1 to all rolls to tank attacks. Grants +1 to all grappling checks.

Other...

 

This is not the full extent of your possible builds. There are other options to find and unlock.

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