Terms of Service "That's all well & good, but perhaps we can look at the Contract I've prepared?"

2
A consumable Written or Digital Contract that lets you craft binding oaths.
Used by Amarjeet Inderpal, Created by Strazhari.
( The target must understand that you are presenting the terms of an agreement and that they are agreeing to those terms. Witnesses understand the same. You must obviously use this Artifact to activate this Effect. When activating this Effect, this Artifact is obviously Alien and cannot be concealed under your clothes or similar.)

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:

  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

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.

  • This consumable is destroyed when used and cannot be used again.
  • All Oaths must have at least two participants.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
  • A single action cannot break multiple oaths. You cannot 'stack' oath penalties by having a target sign multiple identical oaths, or similar.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Community Targeted Gifts

(Photography Roll)

Spend an Action. Select a Living target within 300 feet. Roll Perception + Alertness Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

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

This Gift's Cost is capped at 2 and cannot be increased further.

  • "Material Armor" includes armor from equipment but not Armor from Mythic Brawn, barrier, or mystical armor.
  • 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.

Expend a point of Battery and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.

You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

You may only use this Effect once per day.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You must be on a surface of some kind in order to activate this Effect; it cannot be activated while in mid-air.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • 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.

Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you You end up jumping into a disadvantageous location (up to GM discretion).

You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.

You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.

  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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.

  • This consumable is destroyed when used and cannot be used again.
  • Unstabilized wounds do not degenerate during treatment.
  • 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.

Exert your Mind and spend at least one Action. Select a Human target within 20 feet. You must actively and obviously use Cigar to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

Your command can be an order to take an immediate Action, a conditional request, and an abstract goal. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.

This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Conditional Request: implants a triggered response or latent order. (e.g. "when you see your mom, give her a kiss" or "when I give the signal, strip naked and pretend you're possessed by the devil.")
    • Abstract Goal: You command can be general or abstract, leaving the details of how your target achieves it up to them. (e.g. “crash your company's stock price" or "help me find the nearest vampire.")
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • 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.

Stock Targeted Gifts

Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.

  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • 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.

This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.

If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • 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.

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.

Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.

Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.

After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.

  • "Destroyed" in this context means "prevented from functioning for its primary purpose", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed" and a car's windows may still be broken.
  • This consumable is destroyed when used and cannot be used again.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used. The same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.
  • 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.

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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.