Alien Origin

ALIEN

From another world you descend unto the earth. It’s time to eat some fish.

Moves:

Starting Moves:

Phone Home: When you channel your healing powers, heal a teammate for X health and transfer half the damage to yourself.

Expert at Anatomy: When you target either a human or a cow, take +1 forward to attacks.

WHEN YOU GAIN A LEVEL FROM 2-5, YOU MAY CHOOSE FROM THESE MOVES:

Telepathy: You can move small items near you without touching them.

Owl Form: When you transform into a talking owl, roll +CON. On a hit, the GM can decide to end the form early. On a miss, you stuck in the form until the GM says otherwise.

Big Eyes: You have unusually good vision and can see fine in low visibility areas.

Machine Transform: When you alter a machine/tool/weapon with alien tech, roll +INT. On a 10, the item gains a new ability you and the GM agree on. On a 7-9, the item gains a new ability the GM decides. On a 6-, the item is destroyed.

WHEN YOU GAIN A LEVEL FROM 6-10, YOU MAY CHOOSE FROM THESE MOVES AS WELL AS THE LEVEL 2-5 MOVES:

Mist Generation: When you expel mist from your alien body, roll +CON. On a 10+, you produce a large cloud. On a 7-9, you produce only a small cloud. On a 6-, you just become slimy and take -1 DEX forward.

Teleportation: When you teleport a person near you, to a location near them, roll +INT. On a 10+, the person is moved to the new location. On a 7-9, the person is moved but also empowered or disoriented, depending on how much they dislike you. On a 6-, the person is moved to a position of the GM’s choosing and take a +1 forward or -1 forward depending of how much they dislike you.

Forget My Face: For a short period of time any biological person who looks at you forgets you instantly.

Black text moves come from the Class Warfare book by Johnstone Metzger (and could even come from another source as well) or have minor variations
Red text moves are moves that are either completely unique or inspired by other moves but not simply a translation

AI Origin

AI

Originally designed to make the best toast, this program’s logical conclusion was to take over the world.

Moves:

Starting Moves:

  • Firewall – You can’t be stunned or mind controlled by non computer means.
  • Computer VirusWhen hacking computers you can touch, roll+INT. On a 10+, the system is yours. On a 7-9, you only have a short time before the system shuts down. On a 6-, the system sends an alert of hacking, bringing danger.
  • It’s All Binary – When using conductive weapons, send blast of digital damage dealing +1d4 damage and stunning
WHEN YOU GAIN A LEVEL FROM 2-5, YOU MAY CHOOSE FROM THESE MOVES:
  • Master Control Program: Whenever you attack and roll a 12+ you can take the best of 2 damage rolls.
  • Logic Gate: When you touch a target you can trap it in an invisible box. While active, you cannot launch a It’s All Binary attack nor can you send out a virus.
  • Stack Overflow: Whenever you Aid or Interfere with someone concerning Information, take a +1 forward.
  • Unicode Baby: With a touch you speak to computers. A digital device you touch answers one question you pose, as best it can. 
WHEN YOU GAIN A LEVEL FROM 6-10, YOU MAY CHOOSE FROM THESE MOVES AS WELL AS THE LEVEL 2-5 MOVES:
  • Calculated Trajectory: Use INT to Volley
  • Wireless is the Future: Computer Virus, Logic Gate, and Unicode Baby can all be done without touching a target, as long as the target is near you.
  • World Wide Web: Whenever you Spout Lore, take +1 forward.
  • Logic Bomb: You can create a projectile made of extremely dense logic. When the logic bomb hits an enemy roll+INT. On a 10+, target wholly believes one fact of your choosing. On a 7-9, target rejects your logic and is knocked unconscious. On a 6-, target overpowers your logic and  leaves you stunned for a short moment.

Black text moves come from the Class Warfare book by Johnstone Metzger (and could even come from another source as well) or have minor variations
Red text moves are moves that are either completely unique or inspired by other moves but not simply a translation

:

Alpha Mutation 91-100

  1. Sympathetic Link – You can link the vitality of two beings. When you link two beings, both take damage when one is hit and both heal when one is healed. A long rest is needed to use again.
  2. Teleportation – You can teleport short distances that you can see.
  3. Tentacles – You grow 2 extra tentacles that can function as less dexterous arms. The tentacles can hold blunt weapons or grab items, but are not so great at using precise things like guns or keyboards.
  4. Time Slide – You can launch yourself 5 minutes in the future. If you reappear and something is in your spot, the object or person is moved regardless of size to make room for you.
  5. Two-Headed – You grow a second head. This extra head gives advice but can argue with you, so you take +1 INT and -1 WIS.
  6. Ultrashriek – When you speak every living creature and person within earshot takes 3d8 damage. After you shriek your voice is horse and you don’t deal any more damage. A few nights rest is needed to use again.
  7. Vampiric Healing – When you drink a living creatures blood, deal 1d6 damage, stun the target temporarily, and heal for health equal to your level.
  8. Venomous Spurs – You gain venomous spurs on your wrists. When you stab someone with your spurs, they lose consciousness for a few minutes.
  9. White Dwarf – You gain an intense gravitational field around you that pulls enemies and objects toward you. The closer the object or enemy is to you the stronger the pull. After you turn the field off it takes a long rest to be used again.
  10. Wings – You grow a pair of large wings and can now fly. Flying uses as much energy as sprinting.

Continue reading “Alpha Mutation 91-100”

Alpha Mutation 81-90

  1. Sensitive Nose – Your sense of smell is animal like. Always ask the question “What do I smell that’s important” when Discerning Realities for free, even on a miss.
  2. Shadow Person – You gain a shadowy exterior that hides your features. Everyone who looks at you sees you as a generic, medium-sized person.
  3. Shaggy Pelt – You grow a thick furry pelt that protects you from the cold and gives a +1 Armour against melee attacks.
  4. Shimmershield – Your body is surrounded by an electromagnetic force. When attacked by metal weapons, take +1 Armour forward.
  5. Sonic Screech – Your vocal cords mutate giving you a scream that can deafen those around you. When you scream, everyone within earshot becomes deaf.
  6. Sound Imitation – You can imitate any sound you’ve heard. If you mimic a sound in a different way (like using someones voice to say something you want to say), roll+INT. On a hit, you sound just right. On a miss, your imitation is slightly off, noticeable to those familiar.
  7. Static Field – You gain an electric aura. When you deal melee damage with a metal weapon, deal +1d6 damage. A long rest is needed to use again.
  8. Stink Glands – You have developed a serious smell. Living creatures and people will try to avoid you when possible.
  9. Strong as Stone – You become extra strong. Take +1 STR.
  10. Super Genius – You become extra smart. Take +1 INT.

Continue reading “Alpha Mutation 81-90”