Iryna closes her eyes, and extends a flaming hand. When she opens them again, she can feel the flames inside of her, tugging and pulling in different directions, pulling her to different sources of warmth, and them to her as well.
Exert your Mind and spend one minute to activate.
You automatically detect all beings with an innate affinity for fire within 50 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby and their direction, but you are not aware of their exact locations.
Even if there are no beings with an innate affinity for fire within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
You receive the energy signature for each being you detect.
All beings with an innate affinity for fire who you can sense are equally able to sense you.
Edward craves the ability to communicate and understand others. The Freedom that comes with expressing your opinions and listening to the ideas to others is something that does not come naturally to him. He is Amending that flaw, making him more Free to express himself.
You gain the following benefits as long as you are not restrained, grappled, imprisoned, or trapped.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language.
Possession of this Power grants the following Battle Scar: Mouth filled with a full set of human teeth.
The Zed-Man starts freestyling, or hands out his mixtape and EP, perhaps even chill in his studio while they make a collab. In any case, on the field, his voice akin to the sirens of tales, he gifts those who suffered with the song of his own: Freedom!
Exert your Mind to activate. Select a Living target at any distance, provided you are able to communicate. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may replace one of the patient’s revealed Traumas with a new Trauma: Compulsion to turn every conversation politically against the government.
Your patient is required to speak out against the goverment socially atleast once per day for the next month. If they violate this rule, your treatment is immediately reversed.
You may heal a Trauma on any number of targets with a single activation of this Effect, but any Traumas which you treat are revealed to the entire group.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target 50 feet. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
Autumn's amber eyes lock onto the offender's weapon of choice, in the same instant her body is set into motion, fluid and graceful it flows around the strike, almost as if the woman anticipated where the blow would land, moving just an inch out of reach over and over again in a dance that's as deadly as it is mesmerizing.
"Being reactive is a mistake, letting your opponent take the initiative, box you - it is the equivalent of handing them the role of a butcher while dawning the mantle of a scared little lamb - sufficed to say you'll end up on their dinner plate by the end of the day - use your head instead, don't solely rely on your reflexes - those can only get you so far, anticipate the squeeze of the trigger, move just before they strike, throw them off, surprise them, a flustered target makes mistakes, mistakes you should capitalize on."
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
Mistletoe is, and has always been, a spear.
You gain the following benefits at all times.
You are permanently transformed into Spear/Javalin.
You can perceive your surroundings as normal, and you may control the functioning of the object you have transformed into (for example, opening your doors if you are a car).
If you are broken, you cannot take any Actions until you are repaired.
If anyone wields, equips, wears, or uses you while you are transformed, you may take physical actions using their body. Your Action comes directly before theirs in Initiative, and all rolls are made with your stats. You may opt to utilize your Action to "help" your host, allowing them to use your dice pool for their chosen Action.
You can use any Powers that do not require movement on your own. You must be wielded or equipped to use other Powers. You cannot use Artifacts or Consumables, but if you have transformed into a Legendary Artifact, you may use the other Effects attached to it.
Your passive Powers affect anyone who wields you.
Django hits a guitar solo that touches the heart and mind of their target leaving what looks like a musical note over their head.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
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.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
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.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
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.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.