Biotech#

Abnormal Constitution#

Cost: 5 XP or 150 Coin

Survive, Minor Action, 1 Mana

Double your Resilience score until the end of the next round.


Adaptation#

Cost: 10 XP or 300 Coin

Survive, Free Action, 2 Mana

You force your body to adapt to the environment, making it stronger, faster or sturdier on a whim. Choose a skill among Fight, Move or Survive, and a style among Forcefully, Swiftly or Quietly. Double their scores for the next skill test.


Alter Ego#

Cost: 10 XP or 300 Coin

Survive, Free Action, 2 Mana

Your skin becomes gray and your limbs lengthen as your alter ego takes over. Reduce by -1 the difficulty of Fight and Survive tests until the end of the next round.

  • Bloodthirsty [+2 Mana]: Upon a successful melee attack, recover 2 stress. In addition, your attacks gain the Intense quality.
  • Tenacious [+X Mana]: The duration of Alter Ego is increased by X rounds.

Bio-Shot#

Cost: 5 XP or 150 Coin

Survive, Major Action, 2 Mana

With a flick of the wrist, you shoot an array of dart-like projectiles. A nearby target suffers 2 damage and gets Bound 1.


Bio-Whip#

Cost: 10 XP or 300 Coin

Survive, Major Action, 1 Mana

You extend your veins, vines, tongue, hair or tentacles, grabbing some poor soul or protruding edge. You may get anywhere nearby that the Bio-Whip can access.

  • Hitchhike [+1 Mana]: You may latch onto a character and pull them to you, with enemies requiring a contest test.
  • Wrap it Up [+1 Mana]: The target has to pass a skill test at a difficulty equal to your Resilience score or get Bound 2.

Blood Memory#

Cost: 10 XP or 300 Coin

Survive, Major Action, 1 Mana

Upon contact with the blood of a creature, either living or recently deceased, you may tap into their memories. Ask the GM a question and receive a truthful answer. Usage of this power may be repeated for the same creature a number of times equal to your Resilience score.


Fast Reflexes#

Cost: 5 XP or 150 Coin

Survive, Free Action, 1 Mana

You are quicker than most, and damn hard to hit. After a defense roll, you may spend 1 Mana to reroll 1d20. This may be repeated as long as you have Mana available.


Feed#

Cost: 10 XP or 300 Coin

Survive, Major Action, 3 Mana

You give in to your baser instincts, unleashing the hidden beast. You deal 4 damage to an enemy within reach and recover stress equal to the amount dealt.


Heat Aura#

Cost: 5 XP or 150 Coin

Survive, Minor Action, 1 Mana

Searing heat blasts off your very skin, scorching anyone who comes close. At the end of the round, you and any characters within reach suffer 1 damage.

  • Keep the Ember Burning [+1 Mana]: Keep the power in effect one additional round as a free action.
  • Is it Hot In Here or is it Just Me? [+1 Mana]: The power affects all characters in the zone.
  • Too Hot to Handle [+1 Mana]: +1 damage. Repeatable up to +3 damage.

Inhuman Stamina#

Cost: 5 XP or 150 Coin

Survive, Free Action, 1 Mana

Take the Rush action as a minor action.

  • Faster! [+X Mana]: Move X more zones. This can be activated after the roll.

Inhuman Strength#

Cost: 10 XP or 300 Coin

Survive, Minor Action, 2 Mana

Until the end of the next round, any skill test you make Forcefully is considered to have a focus equal to your Survive score.

  • Put Your Back Into It [+1 Mana]: The power stays in effect 1 more round.

Regenerate Shell#

Cost: 10 XP or 300 Coin

Survive, Major Action, X Mana

For every Mana you spend, increase or restore your natural armor by 1 until the end of the scene, to a maximum of your Resilience score.


Regeneration#

Cost: 10 XP or 300 Coin

Survive, Major Action, 4 Mana

Recover stress equal to double your Resilience score.

  • Unfazed [+X Mana]: Remove X harmful physical Traits from yourself.

Summon Swarm#

Cost: 10 XP or 300 Coin

Survive, Major Action, 3 Mana

Summon a swarm of insects, rats, or other small animals. The swarm is allied and independent. Its stats are equal to the Cockroach Swarm NPC and its stress is equal to your Resilience score. It joins initiative in the next round.

  • Haste [+1 Mana]: The swarm acts immediately.
  • Bigger is Better [+2 Mana]: Increase the swarm’s stress by +2.
  • Scales and Feathers [+1 Mana]: Add Aquatic or Airborne to the swarm’s abilities.

Thermal Vision#

Cost: 5 XP or 150 Coin

Survive, Free Action, 0 Mana

You can see heat signatures through darkness and smoke. Ignore Traits that hinder sight.

  • Enhanced [+1 Mana]: You can see heat signatures through solid matter, such as walls and doors, until the end of the next round.

Neuro-Hack#

Cost: 10 XP or 300 Coin

Survive, Major Action, 5 Mana

Your microscopic spores find their way to the enemy’s nervous system. You control the next major action of a target within reach. They cannot harm themselves due to this power.

  • You are mine [+2 Mana]: At the end of the round, the target rolls a contest test against you. If they fail, the power stays in effect for one additional round.
  • Total Control [+1 Mana]: You also control the target’s next minor action.