Drifting Dread "̸̧̡͙̾̋̏̏̅͐̽̎́̌̓͊N̵̹̝̞̣͂̍̽̐́͆̓́͝o̴̺̳̫̮̝̓̒̍̓̍͊ ̸̨̨̢̭̫͉͔̮̰̇́̔̾̔̑̋̆͑͑̈́̎̆͝m̴̛̼̭͍̤̪͉̿̆͐̇̍͆͒̚̚ä̵̤̲̘̙̥̤͕̻̜̺̦́̔̒͆͒̌̓̚͝͝ͅt̶̢̨̡̞͙͎̼̘̯͆́͐t̶͍̬̭̾̐͂̂́̽̾͆̚̚͠ȩ̷̹̥̗̟͕̮̣̣͒̄̉r̵̨̙̰͈̺͚̪̖̬̭̹̯͕͍̲͖͆̅̎̂̓̈́ ̴̡͓͙̙̮̠͉̰̠̘̻̆͑͐̈́̊͜ͅͅw̶̛̯̣̬̩̤̪͎͖̙̲̬̔̓͜h̶̢̧̨̲̼̭̪̥̺͉̻́͐͆̂̂̈́̆̀̍̄͌̔͊e̴̛͉͙̪͓̔͒̉̓̍͗̚͠r̴̡̛͆͂͝è̶̢̩͙͎̪͇̞̞͍̗̙͗̿̃͐̈́͘ ̶̡̨̨̠̝̫̝̜̣̫̫̩̞̓͐͊͜͜y̸̫̪͇̘̮̩̻̻͈̫̣͈͎͇͊͜ͅő̵̺̲͎͉͓̳̫͎̭͗̓̐̊̄͐͗͗̈̊̏̕ȗ̶͇͇̝͓͉̙͎̒̓͝ͅ ̶͉͖̼̝͚̌̈́͗̃̏̈́̓̆͛̌̈́̔͌͐̉͘͝g̸̨̗̘̫̺̈́̇͆͛̌̓̊̽́̓̚ö̶̢̢̱̟̫͕̗́,̶̨̹̭͓͠ ̵̛̭͒̓̀I̴̩̟̮̖̦̤͌̓͛̓͜'̶̲̗̼̦̫̟̺̦̹͉͍̙̘̠̎̈́͌̆͒͋͗̌͒̉̊̀̿̂͘̚͝ͅl̵̨̧̦̩͉̭̣̯̮̯̬̳̝͔͎͉̈́͗̆͋̆̀͑́͆̐̈́͜͠l̶̨̢̢̙̩̹̖̼͔̘̣̗͚͖̦͘͝ ̵̢̛̗͚͒͋̒̅̊̈́́͐b̸̫̻͕͕̅͒̆̾͜͠ȩ̵͚̫̮̥͕̰̲̯̺̮͔̞̭͚̩̏͆̿̀́̅ ̶̧̢͚̥͚͎̩͚͖̞̥̯̺̳̉̇͠ṯ̶͚͉̝͈̞͚̳̹͉̞̬͑ͅh̷̡̢̛̹̦̬͔͎̫̺̳͕͕̪̩̺̍̎͗̍̌̄̈́͛̿̔͆̂̓̕̕͜e̸̺̤̘̗͈̬̎̅̓͒̀̈́̃̅͗̓̄͆̓̆́͜͝ͅr̵̛̜͚͎̜̬̳͈̪̺̗͎̬̼͌̊͆̈́̈͗̿́͜͝ͅȩ̸͖͉̙͎̓͒͠.̵̢̡͔̼̝͍̯͇̠͎̻͎̻͎̟̐̿̓́̚͝.̸͇̻͐̓̋̊͛͐̆̇͆̃̓͛͝͝͠.̶̡͖͍̘̖͙̭͍̹̄̓͗͆̎̚"̶̢̲͎̪̭̐̿̂͌̋̿̌͑͑̽̐͒

2
Requires Seasoned
1 Reward assigned
(Observers will view you as an unusual entity moving with a singular purpose. )

The Nightmare dissolves into smoke, leaking into the ventilation system, only for screams to follow, seconds later.


Exert your Mind and spend one minute.

You transform into a mass of black smoke for the next day. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.

While in this form, you can squeeze through any gap that is not water-tight. You may fly at your standard movement speed.

Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may spend an Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined. If you would die from Injuries sustained while transformed, you instead live, but the only action you can take is Reforming.

You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.

You have access to your Powers while transformed.

You may turn this Effect on and off at will during its duration.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a black smoky specter-like being with a crooked white smile and cruel eyes.

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

Possession of this Power grants the following Trauma at all times: Human Filth - Paranoia and Immortal Hatred - Vengeance..

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Community Power Gifts

You gain the following benefits at all times.

You no longer require any food, water, or air in order to survive.

You gain the following benefits as long as you are alive.

Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).

You also gain the following effects:

  • Tough: Half your Brawn acts as Armor against all incoming sources of damage.

Heartbreakers gonna break, break, break, break, break
And the fakers gonna fake, fake, fake, fake, fake
Baby, I'm just gonna shake, shake, shake, shake, shake
I shake it off, I shake it off

You gain the following benefits at all times.

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.

  • This Effect’s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.

You gain the following benefits as long as you've drank human blood within 24 hours.

You are permanently and visibly transformed: Sharpened Canines. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.

Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.

You may make a +2 Weapon Damage Fist or Fang attack without additional equipment.

Possession of this Power grants the following Trauma at all times: Subsumed Fears - Whenever you feed, Roll Self Control: On a failure or botch, you gain a Trauma-like Condition based upon the target's fear for the next 24 hours.

The Severity of any Injury caused by Silvered Weapons is increased by 2.

  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend a Quick Action.

You transform into a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction for 3 minutes. You have access to all of your Powers while you are a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.

While transformed, your Brawn is increased by 2 and your Charisma is increased by 1. You do not suffer any Stress while transformed.

While transformed, instead of your normal clothes and equipment, you are equipped with: Archangel blade longsword, Silver version of leather armor (with the same armor rating 2), 3 clay pots of holy oil, 1 clay pot of holy water

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Power Gifts

Thank you to the original creator of this Gift, Frakcherd https://www.thecontractrpg.com/profile/view/603/

Exert your Mind and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). You must actively and obviously use a laser pointer to activate this Effect.

You may start or extinguish a fire as large as a fire in a residential fireplace at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.

Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.

You may extinguish flames as a Reaction. This does not extend to explosives.

You may spend a Free Action on your initiative move a fire as large as a fire in a residential fireplace that is within 20 feet to another location within 20 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a fire in a residential fireplace cannot cross.

  • Your fires may be extinguished with appropriate Actions and materials. Stop, drop, and rolling to extinguish requires spending an Action and making a Dexterity + Athletics roll, with an Outcome of 3 putting out the flames.
  • If the target is larger than your flame size, the Armor destruction creates a weak point instead of applying to the entire target.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits as long as you are engaged in combat with melee ninja weapons.

+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Falling Crane Strike: If you move and then make a successful attack against a target closer than the full distance you could have moved, you may choose to travel the excess movement in a straight line beyond the target.

Spend a Quick Action.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.

The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.

Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.

  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.
  • The area you choose where the trap can be triggered may be just a single location, similar to a tripwire or a pressure plate, or it can be a proximity trigger which hits anyone who comes within the specified range of the trap. This is defined by you when you place the trap and cannot be changed once the trap is placed.

Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.

For the next day, you may issue specific commands to your target which they will be compelled to follow.

Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.