Taking the appearance of a delicately prepared meal, it clear to see that it is finesse on a plate. Yet to those who can see more than just it's physical appearance they will know it is imbued with all the secrets of cuisine that a master of the craft can put into play, but with something a little.. extra. A gift from Louis's first serious critic who taught him the secrets to truly great food meant using ingredients beyond the pale. The meals that Louis prepares though incredibly delicious can only truly be appreciated by the hungry, and when there is a void to fill the magic of the meal seeks to satiate in ways that defy logic. Abscessed gums, cavities in teeth, and even broken bones find themselves restored to perfect working order after enjoying this full course.
Use up this Three course meal and spend 1 minute to activate. Select a Living target within arm's reach. This Effect cannot be used unless You have not eaten in the past 8 hours.. Roll 7 dice Difficulty 6, penalty does not apply.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
The Beastmaster holds up a bowl of chunky green liquid and begins the process of his transformation as his allies bide for time.
Use up this green guacamole-like mixture and spend two Actions performing the following ritual: consume the guac, then howl or roar very dramatically towards the moon (or sun). You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You transform into a very furry and animalistic version of yourself for 3 minutes. You have access to all of your Powers while you are a very furry and animalistic version of yourself, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2, your Dexterity is increased by 1, and your Perception is increased by 1. Your Stress is reduced by 2.
Your body is adapted to smell. You receive +3 dice on non-attack rolls related to smell.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
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.
Leon's powers have not all come back exactly as they should, but Leon has made friends in many places, and with their help, he can cover for what remains missing. This particular blessing comes courtesy of the Kamaitachi, the sickle ferret. A friendly (to Leon at least) wind spirit who commands the cutting wind. A spirit rumored to command winds that can decapitate people. Though despite the gnarly rumors one can often see little ferrets running alongside him as he rides these winds, Leon smiling as he flies in the midst of them, laughing as he tells them a joke or two to pass the time though the fickle spirits do tend to be rather demanding and won't release Leon until they've been suitably entertained.
Use up this ________ (unless you succeed on 1d10, Difficulty 7) and spend an Action. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
You cannot end this Effect early and cannot come closer than 15 feet to the ground until the effect ends.
These contracts bear the logo of the Inderpal Agency - they come prefilled with the various stipulations, consequences, & basic parameters, though much is left blank to allow customization by the end user. To activate, the contract is merely finished & signed by the respective parties. The contract remains, but it's power is expended after activation.
The default penalty is "Oathbreaker" taking the form of a elaborate henna marking on their face that cannot be removed. Other penalties may be selected in it's place if desired. Attempting to break the stipulations results in a splitting migraine & a cold sweat.
These Contracts are written with the same Ferro-Fluid that emits from the R.I.S.H.I. device or generated by the R.I.S.H.I. as a digital NFT
Standard CPS Contract
Upon agreement by the Close Protection Specialist & the Client (Hereafter referred to as "CPS" & "Client" respectively) the following Contract is established:
-The Client agrees to pay the designated rate per day the CPS is contracted to provide Close Protection services, in addition to reasonable expenses incurred by the CPS as well as any up front retainer if one was requested. This payment will be in British Pounds unless the CPS agrees to an acceptable alternative. The Client agrees to pay the full amount negotiated promptly, either per week of ongoing services or within five business days of a concluded agreement. The CPS may allot more time or waive payment if desired.
Responsibilities of the CPS
-The CPS will take any action required to ensure the life, safety, & freedom of the Client, up to & including personal injury, incarceration or loss of life. If the client is somehow abducted while under the CPS's protection, the CPS will dedicate every effort to secure the Client's freedom, with the normal pay structure being frozen during this time (the Client will still incur reasonable expenses, to be paid upon their release provided the efforts of the CPS contributed to their freedom).
Responsibilities of the Client
-The Client agrees to divulge any pertinent information requested by the CPS. Requested information is to be truthful, accurate, & delivered promptly. Information gained in this manner is considered confidential & the CPS is prohibited from sharing it with any third parties without the Client's permission.
-The Client agrees to a Non-Disclosure article regarding any actions or services taken by the CPS while under Contract unless the CPS gives express permission for those details to be shared with a designated third party. This NDA includes any form of recording or similar, any written record of actions taken by the CPS, any information that would be gained under questioning or interrogation, or any other means not listed here. The only information the Client may share without permission is public facing information (Amarjeet Inderpal, Inderpal Agency), that they did in fact hire the CPS & if they would do so again.
Stipulations
-If the Client chooses to engage in illegal activities that could endanger the reputation of the Inderpal Agency, the CPS may terminate the Contract. Doing so requires a notification be delivered to the Client explaining the reasoning behind the Contract termination as well as the refund of any payments made by the Client within five business days. If a Contract is terminated in this manner, all Conditions & Stipulations upon both CPS & Client are rendered void.
-The CPS will continue to provide services & be bound by the above stipulations until a designated objective has been completed or previously defined time period has elapsed. Once services have been rendered or if the contract has been terminated (either through non-payment or the above stipulation), the CPS will be free of all stipulations of this Contract unless hired again at a later date. A verbal agreement to reinstate previously negotiated services shall be all that is required from the Client should the CPS choose to offer it - new stipulations, costs, or other parameters will require a new Contract to be signed.
-If either the CPS or the Client break the terms of this arrangement by action or inaction, they will invoke a penalty clause, becoming Marked in the process.
You may make an oath with a Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must and all participants must sign the contract to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
The target may be at any range, but you must still be able to communicate the terms to them, and they must be able to sign the contract.
A simple white tablet, dissolved sublingually. The blend of rare and difficult-to-cultivate nootropic herbs and spices (but, like, real ones, and not scam supplements) creates and strengthens the neural pathways in the brain relating to speech and language development, allowing the user to develop proficiency with new dialects at a vastly accelerated rate.
Use up this pill and spend one minute.
You may understand and communicate to humans as if you are fluent in a relevant language for the next hour.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
Whenever you encounter a Language you could commune in with this Effect, you immediately understand which language it is, the dialect, region, and other details about it.
If you use this Effect to spend an hour speaking with a native speaker of a human language you don't know, you may Exert your Mind and roll Intellect + Culture Difficulty 7. With Outcome 4 or higher, you permanently learn that language and accent.
Nan fishes a small ball of dough out of her pocket and gives it to the target to eat. None of her food is exactly “good”, but even by Netherworld standards, this tastes a little off… she fixes them with a hard stare that dares them to spit out her food, but after chewing a minute, it becomes too much, and the target pukes up everything, including whatever ailed them in the first place.
Use up this “hush puppy” and spend 1 minute to activate. Select a Living target within arm's reach.
You may cure any any diseases or poisons afflicting your target even if you have not diagnosed or fully understood it. You may only cure diseases which can be treated with modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects.
Whenever you cure a disease or poison, if it had inflicted any damage, your target is healed for half that damage, rounded down.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Target is made to puke and “hush puppies” often include mold, teeth, hair, etc..
After consuming the tainted food or drink, the target transforms into a llama!
Use up this vial of extract of llama and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 11 dice Difficulty 6, dice penalties do not apply.
The trap looks like food or drink. 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 within within arm's reach that uses the trap as food or drink will trigger it. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives two new Battle Scars of your choosing, limited by the contested Outcome:
If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
All alterations you make must turn the target into a llama.
The Battle Scars you inflict manifest over the course of the next minute.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
The Future Soldier learned to create foam grenades in their own time period, and they still can, kinda. They look like glowing orange capsules with a rugged rubberized grip. When thrown, they burst into a splash of expanding neon orange foam. The foam hardens in seconds, severely hampering the movement of anyone unlucky enough to have been splashed. Those affected may use their hands or weapons to hack away at the foam and free themselves.
Occasionally, the fuses on these bootleg grenades fails, and they go off immediately.
Spend an Action and use up this small metallic grenade with pin (unless you succeed on 1d10, Difficulty 7). Make a thrown Attack at a Location within normal Attack range. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you are hit as it activates immediately at your present location. The target may roll to dodge or Defend, as normal for thrown Attacks. The Attack itself does not deal any Damage beyond the Effect.
If you succeed, all affected targets will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but are reduced to ¼ of their movement speed.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of Damage equal to twice the original Contested Outcome. Damage from multiple attacks is cumulative and stacks linearly.