Timothy has perfected his acupuncture slightly more allowing him not damage an enemy but paralyze them by peircing them with a needle in just the right spot.
Exert your Mind and spend an Action to activate. Select a Location within 30 feet. All Living or Animate targets within 20 feet of the chosen location are affected. You must actively and obviously use A throwing needle to activate this Effect. Roll Dexterity + Athletics at Difficulty 6. Affected targets may resist by rolling Body at Difficulty 6.
If you succeed, affected targets becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Outcome x 3 minutes. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
If an affected target was already sleeping when you used this Effect, they are put into a deep coma that lasts indefinitely, but they will be awoken from it if Pulling the needle out.
....
Exert your Mind and spend an Action to activate. Select a Sapient target at any range. Activation requires possession of the target's one drop of blood, which is used up during the process. This Effect cannot be used unless a successful tracking roll. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically.
If they fail, your target will take 1 point of Mind damage and gain paranoia as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
When Selma activates Doctor’s Orders, she closes the distance with an eerie calm. As she speaks, her golden glasses catch the light unnaturally, gleaming with a brilliance that no earthly material should possess.
The air between her and the target seems to ripple faintly, as though reality itself is bending to listen.
For just a heartbeat, the target sees their own reflection in the lenses — warped by emotion, intensified into something impossible to ignore.
Observers will instantly know something unnatural is happening, even if they can’t quite explain what.
Doctor’s Orders is not simply persuasion.
It is the clinical weaponization of human emotion — the perfect merging of Selma’s medical mastery and her supernatural Gifts.
The glasses she wears are relics of another reality, tuned to the human soul rather than the human mind. Through whispered words and flashes of hypnotic gold, she can peel back the careful rationalizations people build around themselves, leaving only raw, unfiltered emotion.
Most never realize they've been tampered with. They just act — as if the choices were their own all along.
The legend of Doctor Whispers is whispered in fear and awe because of this: not that she controls minds, but that she convinces you to destroy yourself — gladly.
Exert your Mind and spend one minute. Select a number of Living or Animate targets equal to your Charisma within arm's reach as well as a specific emotion. Roll Charisma + Medicine at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. 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.
If you choose to use Chain of Screaming, your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.
If any affected target takes or deals Damage, this Effect ends.
Oki starts caressing the object and comforting the target in order to make it 'feel' better about it's situation. His words somehow breaking through reality and 'inspiring' the object through...
Spend 10 Rounds. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. When repairing Alien targets, you must Exert your Mind. You must actively and obviously use Sunglasses to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Charisma + Performance at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
Possession of this Power grants the following Trauma at all times: Mechanophilia: Whenever you see an especially beautiful/rare vehicle into immediately flirt with it, and apply a human-like conciousness to it; traumas will apply to that vehicle if failed.
Edgard manipulates the reality around their target(s) and causes an acid storm to occur on top of them. In this acid storm, the target is pelted by countless acid drops as an infernal storm rages around them.
Spend an Action. Select a target within 300 feet. Roll Charisma + Influence Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. Armor is fully effective against this Damage.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
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.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see An acid storm is conjured around the target and it melts them alive.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: You cannot shout or raise your voice above a whisper. After physical activity, you wheeze loudly and suffer a -2 dice penalty on Stealth rolls.. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
The user points their finger, and an array of dancing lights erupts forth. Shimmering in shades of green and purple, the aurora rushes towards the target with a lethal swiftness. The lights slice through their targets, leaving behind a slight burning sensation as they trail off into the distance, becoming dimmer and dimmer as they fade away.
On defence, the user traces their finger to guide the aurora so that it can deflect any incoming threats. Bullets are vaporized in the lights and blades are caught in the crowning rays. An elegant tool for defending yourself and your friends.
Andromeda's signature ability. She discovered it shortly after taking up residence in her observatory. The Northern Lights descended upon her observatory, unusual for the skies of Saskatchewan. Always obsessed with the stars, Andromeda ascended to the tippy top of her observatory and reached out her hand, as though begging the lights to take her to the sky. Instead, she took the lights. They crawled into her hand, nestling themselves within her very soul.
She has been absolutely obsessed with the lights after discovering the power that was gifted to her. She's spent many nights just shooting it into the distance, watching the aurora flicker into the night sky before fading away. She personally chooses to believe that this gift means that she is destined to be a hero, akin to Percy Jackson and other similar protagonists from young adult novels.
Andromeda's acquisition of this gift increased her already rebellious tendencies. While she was never one for listening to authority, she now believes that her power places her in a position where other people don't have the right to boss her around. She's also anxious about having her powers stolen, taken advantage of, or otherwise used by others for their own personal gain. All of this (plus some past experiences) combines to make Andromeda a child who would rather do anything other than follow an order from someone demanding her respect.
One night, months into Andromeda's employment as a contractor, the lights returned. Once again, she climbed her observatory, reached out, and once more it seeped into her. The lights are brighter now, stronger now, deadlier now. Gone are the days of destined death, now the child delivers it herself. Maybe this will be easier to stomach, at least she won't have to watch her enemies suffer anymore.
Spend an Action. Select a target within 50 feet. Roll Perception + Occult 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.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Trauma at all times: Rebellious - You have trouble with trusting authority figures. (Whenever anyone in an authority position, such as police, local leaders, etc. tries to assert their authority to tell you to do something, roll Self Control to prevent doing the opposite of what they tell you to do.).
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.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
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.
EzFake is an app that appears on any cell phone the influencer holds as long as they are holding it. The influencer need only make a selection and focus their will to project a lifelike forgery into the world in front of them. It may be an object, a creature, or even a specific person, and they can speak and make sounds as well.
The Influencer gets ready to film, and focuses fully on getting a good shot. After all, no video doctoring software can compete with a real life forgery which can be filmed from any number of directions by anyone's camera and appear legitimate.
Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their smell, hearing, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.