When they go to possess the creature after they create the "wound" in an animal, they dissolve into a black liquid and enter that wound, before the wound is closed behind them. While controlled, the creatures usually have completely milky white eyes, even if normally their eyes have no white in them.
Spend an Action or Reaction. Select a Creature target within arm's reach. Make a Trauma roll when you activate this Effect.
You possess your target and have control over their actions for the next hour. You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. 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 becomes incapacitated or is destroyed, you are forcibly evicted back into your own body.
Eviction: You are able to engage in combat or take other risky actions without being forced out of the host’s body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you ripping open the animal violently with gore when they crawl in, or crushing them into an unusually large splatter before fluid and user recombine if they are small. While the animal is completely unharmed, this is hard to prove to observers.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: You must roll a Self-Control check to eat any food unless you think it contains meat.
[Rolls using Intellect + Trains]
Charlie sits beside her target and leans against them while closing her eyes. As Charlie naps, she begins to glow with an ethereal energy which spreads to the target and closes their wounds. If the Dead Line is summoned, the energy can be seen seeping from the walls of the vehicle. If it is not summoned, the energy can be seen emanating from the train pamphlet that Charlie clutches in her hand.
The Dead Line is a ferry for the dead to the afterlife. Or at least, it was supposed to be. Charlie's existence is a wrench in that plan, and so she can transfer a person's departed vitality back to them.
Exert your Mind and spend 1 minute. Select a Living or Animate target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Drive at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
She blinks, and her eyes open glassy black - like a cicada, or like a camera lens.
She's in your walls. She's on the inside.
Exert your Mind and spend an Action.
You may perceive things through sight within 75 feet of you as though there were no walls or obstacles blocking your view for the next 30 minutes.
Any Perception rolls made through obstacles are rolled at +1 Difficulty.
Well performing medical aid, Cheslav gets a feel for the targets medical conditions and physical abilities.
If the target physically resists this insight it would also cancel the medical procedure being performed.
Spend 2 Actions. Select a Sapient target within arm's reach. This Effect cannot be used unless I am performing Serious medical aid on the target. At the end of your investigation, roll Intellect + Medicine at Difficulty 6. The target resists by rolling Body at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same target more than once per day.
Briefly clutching his gut, Frank's form begins to shatter, crumbling away into naught but dust. His benefactor has called him back to the world of Film Noir, letting him stay briefly in it's realm before spitting him out at the desired location.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
This capacity allows Jessica to excel at enhancing and improving devices with a perfect blend of cold logic and boundless enthusiasm. She instinctively understands the inner workings of machines, infusing them with innovative upgrades that push their capabilities beyond the ordinary or uses her own source to power them for short stints of time.
Exert your Mind and spend a minute. Select a Device within arm's reach. Can be used on Alien technology. Cannot be used to improve Armor.
Lasts the next day. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
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 addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
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. This Effect cannot be used unless you are speaking to multiple people and the target is listening.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
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.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target 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.