Qus

Worm power DLC

Qus
Sep 4th, 2022 (edited)
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  1. ==========
  2. MOVER
  3. ==========
  4.  
  5.  
  6.  
  7.  
  8. ==========
  9. SHAKER
  10. ==========
  11.  
  12. Happy as a clam
  13. (1)
  14. Consume materials to refine or give them simple shapes
  15. (ST)
  16. consume items to combine, assemble or upgrade them with mechanical precision
  17.  
  18. Skyhook
  19. (1)
  20. You can manifest a single object at a time within arm's reach. You determine its shape but it will be no larger than an adult's head. Its location once placed is fixed, and nothing short of an annihilator effort can destroy it.
  21. (ST)
  22. You can place up to three such objects anywhere within your line-of-sight
  23.  
  24. Sphere of Influence
  25. ()
  26. Aware of everything in a radius around you, can exert force on anything within
  27. (ST)
  28. No manton limit, extending your senses within objects and people. Work with QA-tier multitasking
  29.  
  30. ==========
  31. BRUTE
  32. ==========
  33.  
  34. ==========
  35. BREAKER
  36. ==========
  37.  
  38. ()
  39. You are unaffected by inertia, allowing you to move as fast as you can and stop on a time.
  40. (ST)
  41. Momentum can be suppressed touch,
  42.  
  43. ==========
  44. MASTER
  45. ==========
  46.  
  47. ==========
  48. TINKER
  49. ==========
  50.  
  51. Hyperfocus
  52. (5)
  53. Create a single handheld object and cram as many upgrades related to its purpose as you have the resources for
  54. (ST)
  55. Your object can be much larger, up to the size of a tank
  56.  
  57. Support gear
  58. (10)
  59. You can create items designed to work with parahuman powers, to focus, adjust, enhance or suppress them.
  60. (ST)
  61. Using materials extracted from a parahuman you can create devices that emulate their powers. The harder this material is to acquire, the more powerful the device will be, with shed hair at 10% and a corona pollentia at 100% of the donor's full power.
  62.  
  63. =========
  64. BLASTER
  65. =========
  66.  
  67. Grenadier
  68. (5)
  69. Any object you throw can be made to explode. Common materials will detonate like fragmentation grenades. Toxic, flammable or more unusual materials will have those properties enhanced. You decide if your grenades detonate on impact or are on a timer.
  70. (ST)
  71. You can combine multiple objects to create stronger and more unusual explosives
  72.  
  73. =========
  74. THINKER
  75. =========
  76.  
  77. Self-control
  78. (1)
  79. You have a level of fine control over your own muscles that allows for extremely precise movements. You will never experience muscle tremors or move on unwanted reflex.
  80. (ST)
  81. This control extends to your internal organs, giving you full control over such things as heart rate and adrenaline production.
  82.  
  83. Properly Paranoid
  84. (3)
  85. You can sense when others are observing you, and have a rough awareness of their general feelings and intention towards you.
  86. (ST)
  87. You know the location of your observers and the method they are using to perceive you.
  88.  
  89. Master plan
  90. ()
  91. Know how to scheme and hide your actions from observation
  92. (ST)
  93. Thinkers that observe your actions get plausible but erroneous results.
  94.  
  95. =========
  96. STRIKER
  97. =========
  98.  
  99. =========
  100. CHANGER
  101. =========
  102.  
  103. ==========
  104. TRUMP
  105. ==========
  106.  
  107. Nullify
  108. (10)
  109. With a touch, suppress a parahuman's powers completely. The effects persist as long as you wish or until you select a different target. Your powers only work on a single parahuman at a time.
  110. (ST)
  111. In addition to suppressing the powers of your target, you gain a copy of that power for the duration.
  112.  
  113. Life is but a game
  114. (25)
  115. By completing milestones and overcoming challenges, you gain points that can be spent to purchase anything you can think of, even granting yourself new powers. As the complexity, energy cost, duration and other factors of a desired effect increase, so does the price.
  116. (ST)
  117. Like a little floating quest marker, you are now aware of the potential payout awaiting of any act you consider and the relative difficulty/danger involved.
  118.  
  119. =========
  120. CHANGER
  121. =========
  122.  
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