According to voodoo lore, a spiritual marriage offers something for everyone. The spirit gains entry to the human world, where in dreams or visions it makes its proposal of marriage to the person. If the proposal is accepted, the spirit is honored and celebrated, in exchange for which its earthly spouse is promised divine protection from life's misfortunes. Sally asks Papa Legba for permission to speak with those that come across her path.
You gain the following benefits at all times.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
Possession of this Power grants the following Trauma at all times: May not harm a dog or dog like creature without a self control roll.
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Exert your Mind and spend 1 Action. Select a Location within your line of sight. This Effect cannot be used unless not being looked at and only way they can move.
You are transported directly to the chosen Location. You must wait 1 full Round before activating this Effect again.
Animal spirits allow Ethan to ignore pain and distractions, but start to suppress his higher thoughts.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Battle Scar: Concussive Neuropathy.
Oliver now has no need for food, water, or air. What could be causing this? Who knows? When he consumes things, the body uses nearly 100% of it, the rest seems to vanish.
The Corpus sustains it's vessels, simply deciding it no longer needs material nourishment.
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive.
same as rage
You gain the following benefits as long as as long as wound of 2+ active and you are engaged in unarmed combat.
Your unarmed attacks deal +4 Bonus Damage (instead of -2). The target's Armor is reduced to 1/2, rounded up against this damage.
Cleatus may be a bad cop, but he isn't a bad man. He doesn't enjoy leaping to violence as a first response despite his hollering, and after asking to have some time with the Dust Devil in the events following his encounter with the nation's fiercest bikers he discovered that he had been.. changed. It seemed taking the right approach and having your heart in the right place seems to have its benefits. Now buoyed by the winds that run through his hair as he hits the highway like the riders of old. Cleatus drives like the bat out of hell he was born to be. Tailwinds and aerodynamics are now a never properly understood memory. Though he does still hear the nattering whispers of the wind spirits he's now become attuned to, and as a result, he's beginning to feel like there's more to being American than the red, white, and blue, and his passengers will hear similar nattering whispers. Like intrusive thoughts compelling them to remember what's important, and to not allow anyone to take what's dear to them without a fight. You have to protect it. You can't allow them to take it again. Wait.. again?
You gain the following benefits as long as you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
The pyro points a laser pointer towards a target, and a cat-sized-and-shaped fire springs into life, very clearly attracted to the laser. This flame cat can also be shaped from existing fires. While the pointer is active it remains in the shape of a cat, pouncing towards the little red dot. When the laser pointer is not active, the flames return to normal.
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.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.