hardened musculature the might to bring right!

1
You possess superhuman strength and toughness.
Used by David Bickle, Created by dingupingus.
( )

red veins pushing at the skin of a exceedingly muscular frame, with muscle fiber as strong as steel this allows David to achieve incredible feats of strength

after a night filled with nightmares and horrible visions, David had gained access to knowledge that allowed him to forge, bend , and mold his body into a more advanced form. upon completion of his first session he found he was far stronger than he was before


You gain the following benefits at all times.

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

Possession of this Power grants the following Battle Scar: grotesque veins form all around his body failure on all charisma checks not including intimidation.

You also gain the following effects:

  • Champion of the Caber Toss: You may lift an additional 1500 pounds per point of Brawn beyond 5. You may also throw items up to this weight with a Brawn plus Athletics roll, to a distance of Outcome x10 feet.


Community Power Gifts

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:

  • Brilliant Deduction: You may spend five minutes pondering an enigma, puzzle, or mystery, and roll Intellect at Difficulty 8. Success will reveal a clue or other tidbit that you have otherwise missed. Limit once per enigma.
  • 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.

Exert your Mind and spend an hour to activate. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.

The treated Battle Scar will heal over the course of the next week.

  • You can target yourself if you qualify as a valid target by the other requirements.

You gain the following benefits at all times.

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 small Clouds Surrounding her. You require 10 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your small Clouds Surrounding her via a called shot or Battle Scar, you can only glide until they are healed.

You are subject to the following effects while gliding or flying:

  • Ethereal Wings: Your small Clouds Surrounding her can no longer be damaged, destroyed, or receive Battle Scars.
  • Look Ma, No Hands: You can't use any equipment which requires the use of your hands.
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

Possession of this Power grants the following Trauma at all times: The sky calls: Anytime you take to the sky: you must roll Self Control to willingly touch back down..

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

Exert your Mind and spend an hour to activate. Select a Living target within arm's reach. You must actively and obviously use The Redeemers Scythe to activate this Effect. Select a Battle Scar on your target to treat.

The treated Battle Scar will heal immediately. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The wound of the person would be brutally maimed, resulting in even worse injuries. Such as the flesh of a burn victim being shredded and flayed off their body, all the while inky black tendrils that are furred work over the body, replacing what injuries the person may have had.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.

After the incident with the stranger, some terrible rumors sprouted from the disappearance. A bunny, too, disappeared from class during the time that Guppy was supposed to take care of it. Guppy didn't have many friends after this. That was when he took his needle to his already made plushies. He put down his dinosaur and made some new seams into the dino using his needle and some thread... and it sprouted to life! Guppy was the one who got hugged this time, just like he wanted when he tried something new with his dinosaur. Now it was the time for hiding as, one day, the bunny returned to class. But it was different. The bunny was a lot more... fluffy than before. Softer. But no child paid any mind to it. As long as they said it was a bunny, the bunny was a bunny, right? And if there was a problem, surely the bunny would squeak up about it.

Exert your Mind and spend one minute to activate. Select a toys within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a needle to activate this Effect.

Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.

Animated Objects have the following restrictions and capabilities:

  • Awareness: Animated targets are capable of perceiving the world around them within reasonable limits. Animated objects can communicate information back to you by squeaking.
  • Movement: Animated targets can use an existing method of locomotion (wheels, etc); otherwise they can move across the ground at 15 feet per round, or hover up to a height of 7 feet in the air at 10 feet per round.
  • Toughness: Animated targets are as easy to destroy as they were prior to being animated.
  • Ability Use: If an action requires a roll, Animated objects have a dice pool of 5 when performing a task for which they were designed, and a dice pool of 3 for taking any other actions.
  • Combat: Animated objects cannot take offensive actions in combat.
  • Artifacts: Animating an Artifact does not grant the animated object access to any Effects built in to that Artifact.
  • Following Orders: Animated objects are controlled by the GM, but they are capable of following complicated, multi-part commands that you give to them.

  • Animated objects must communicate verbally, and they must be near enough for you to hear them in order to communicate.
  • A task for which an object was designed might include a broom sweeping, a gun shooting things, a car driving, a towel rubbing up on stuff, etc.
  • Animated objects may be more or less susceptible to certain attacks at GMs discretion. A scarecrow golem would be easily destroyed by a sword (or fire). An animated suit of armor may not fear bullets but could be smashed to bits with a hammer. A full bronze statue is largely indestructible but might have difficulty standing up if toppled.
  • You can target yourself if you qualify as a valid target by the other requirements.

Stock Power Gifts

Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.

You are transported directly to the chosen Location. You must wait an hour before activating this effect again.

  • 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. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Amphibious: You are able to move about in liquids using standard Movement rules rather than any special swimming rules.

You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, sleep, and air.

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.