Apt Doctors Respite

2
You possess superhuman wits and insight.
Used by Athena Rush, Created by Riley.
( Your Heterochromic Eyes must be used or obviously visible while you are actively benefitting from this effect.)

Self Explanatory - She's smart af.


You gain the following benefits as long as you have your Heterochromic Eyes.

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

If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

You also gain the following effects:

  • Multithreaded: Instead of being unable to take Actions while maintaining Concentration, you may now take Actions at a -2 dice penalty.
  • Push Through It: When you Exert your Mind to ignore Penalty and gain +1 to your Outcome, it lasts for a number of rounds equal to your Intellect.

  • Being Injured or interrupted in some way can still break your Concentration.
  • If your Heterochromic Eyes is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).

Community Power Gifts

Exert your Mind and spend an Action. This Effect cannot be used unless hidden from a direct light source.

You and any clothes or equipment you are wearing are partially obscured from sight for the next 10 minutes. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty.

Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 minute.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Exert your Mind and spend an hour. 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.

  • 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 (unless you win a coin flip) and spend an Action.

You transform into A Gorilla for two hours or until you choose to end the Effect. See the Extended System text for stats.

While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.

Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.

Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.

  • Creature Stats
    • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.

You gain the following benefits at all times.

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

You also gain the following effects:

  • Wait For Your Moment: You may take your Action on the turn of anyone who has a lower Initiative than you. If you do, you receive +2 dice to that roll.
  • Insufferable Know-It-All: Any social rolls you make are at +1 difficulty, and if someone else can answer an informational question or solve a puzzle before you do, make a Trauma roll.

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

Spend two Actions performing the following ritual: telling a story. A number of Animate targets within 300 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. You must actively and obviously use a flag to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Charisma + Culture at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.

If you succeed, the targets will keep their full attention focused on you for as long as you maintain Concentration. They will automatically fail any rolls related to noticing anything other than you.

If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.

This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
  • 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 Power Gifts

Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.

You learn the following information about the area:

  • You can tell which entities lay claim to each part of the area and how these borders have shifted over time.
  • You learn where exactly creatures and people live within the area, and what sorts of creatures they are.
The quality and specificity of information gained depends on your Outcome.

  • 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 at all times.

Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.

You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.

Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.

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. 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.

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 a new fire as large as a torch's flame at your target. You may create 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 2 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 depleted by any Damage dealt, destroying the 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 torch's flame 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 torch's flame cannot cross.

  • Someone may attempt to extinguish a fire that you started by spending an Action and rolling Dexterity + Athletics. An Outcome of 2 puts out the fire
  • 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.