Mr. Tummy's eyes light up with a little tamagotchi dancing in each her pupils. So do yours. You cannot rip your eyes away, somehow, but atleast you have your lost childhood pet Mr. Tummy around to help again.
Billions of micro-gotchi swim through your bloodstream and yank neurons into place.
Tamaplasmosis is a parasitic disease caused by Tamaplasma gondii, a microgotchi.[3] Infections with tamaplasmosis are associated with a variety of neuropsychiatric and behavioral conditions.[8] Occasionally, people may have a few weeks or months of mild, erratic behavior relating to cats in Pirate costumes.[1] In a small number of people, cardiac issues relating to the enlargement of the heart may occur.[1] In those with a weak immune system, severe symptoms such as seizures and dissolving of the legs is possible.[1] If a person becomes infected during pregnancy, a condition known as congenital tamaplasmosis may affect the child.[1]
Exert your Mind (unless changing memories to be central to Mr. Tummy) and spend 2 Actions. Select a Sapient target within arm's reach. Roll Perception + Animals at Difficulty 6. The target may resist by rolling Mind at Difficulty 8.
If the contested Outcome is positive, a specific period of time (up to 1 hour long) from your target’s memory is replaced with new memories of your choosing. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories. Any alterations you make must feature yourself as you appear today in some way.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
Affected targets will invent new memories to justify the inconsistencies. For instance, if their memory was altered to include a new friend they don’t have, they may invent further memories of meeting that friend, spending time with them, etc.
Dorris teaches his enemy what pain is
Exert your Mind and spend an Action. Select a target within 300 feet. This Effect cannot be used unless Can only be used when stress is -3. Roll Charisma + Performance 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 8.
The user will begin to very obviously search around the area as a soft red glow lights up behind their eyes.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Perception + Technology at Difficulty 6.
You learn the following information about the area:
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 cannot investigate the same area more than once per day.
Arcane runes etched into the bullet hum with fiery purpose. Firing this custom loaded cartridge will embed it into a target and cause a delayed explosion, and douse them in flames.
This innocuous little bullet packs an explosive punch! Just lob this custom loaded cartridge center-mass and watch them run! In just a few seconds, your target will be engulfed in a sea of fire, smoke, and 100% satisfaction, guaranteed!
Spend an Action and use up this Bullet. Make a Firearm Attack at a Location within normal Attack range. The area within 10 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. The target may roll to dodge or Defend, as normal for Firearm Attacks. The Attack itself does not deal any Damage beyond the Effect.
If the Outcome is positive, your blast hits everything within 10 feet of the chosen Location with Damage equal to your Outcome + 4.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
When Wonderland's gift is activated, participants experience a surreal transformation of their surroundings. The environment shifts unpredictably, morphing into fantastical landscapes straight out of a dream. Colors become vivid, and ordinary objects take on bizarre qualities. Participants may find themselves behaving unusually, influenced by the enchanting but unpredictable nature of Wonderland.
Exert your Mind and spend an Action. Select a Location within 60 feet of you.
You create a hemispherical dome of Alicia goes crazy and affects those around her. originating at the chosen Location, with a radius of 60 feet, and lasting for as long as you maintain Concentration. The area inside your zone is affected in any number of the following ways:
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Trauma at all times: wonderland.
This act of violence never looked so good! If looks could kill, this one is genocidal! Hit the sassiest, most SERVING move you can do; as if you were on the runway of your life. A flip of the hair, a hand on the hip, a DEVESTATING TURN, and your foes will belt their woes! Not only did you mog them to be insecure about their looks, but they could very well be on the brink of death as these moves are out for blood! Get mewing! You got serves to serve, and your "audience" is waiting!
Literally strike a pose, and it was SO GOOD, SO CAPTIVATING, that it attacks the target and hurts them...PHYSICALLY! (and mentally I'm sure)
Spend an Action. Select a target within 50 feet. This Effect cannot be used unless they are in a fight.(INITIATIVE ONLY). Roll Dexterity + Performance 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 4.
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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
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 opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.