Forcing the nanites within his body to proliferate wildly... it becomes akin to a tumor, but worse, targeting every part of the body. Then, with a yawn, A small bit of nanite leaves crane mouth, indiscernible to the eye, before it goes to his target. The nanite attempts to invade the body, though most body has a built in defense system which must fight with the nanite. If the nanites win, they move into the body, proliferating and causing the body to undergo decadence. Though, it seems like the proliferation exceeded even Crane expectations and starts to cause the same problem within his body too.
Thankfully it can be neutralized and calmed down via a controlled shock.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. Make a Trauma roll when you activate this Effect. Roll Intellect + Technology at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Science at Difficulty 6, and can be cured by Shocking oneself with 50,000+ Volts of electricity (about a stun gun).
This Effect is not obvious, and the only sign you are using an Effect is Yawning. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You also receive any Conditions which you inflict on others, and cannot make a resistance roll to avoid them.
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.
You may only use this Effect once per day.
Harold Polk’s Binding Covenant power transforms spoken agreements into unbreakable oaths, reinforced by the permanence of written word. For each covenant, Harold drafts a formal contract on paper, infusing it with the intent and authority that define his speech. His words, once spoken aloud over the document, create a powerful binding that tethers the target to their promise, with the contract itself acting as a physical anchor for the vow. This ritual of spoken and written word merges into a pact that cannot be broken without consequence.
The paper of the Binding Covenant becomes more than a document—it’s an extension of Harold’s will, symbolizing the weight of the promise. Should anyone attempt to violate the terms, they face repercussions that manifest psychologically, physically, or even supernaturally, as though reality itself enforces the pact. For Harold, the Binding Covenant is a sacred vow, the written form capturing his intent and ensuring that promises are kept.
You must actively and obviously use Paper to activate this Effect.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must Sign The Contract to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
Sergeres saw the story unfold in his mind's eye. It was different. Altered than what was playing out before him. In that moment, reality shifted to match the story and the two became one.
Physical augmentation is just another aspect of the usage of Causal Diction. With enough conviction in the user's mind to make their imagination become reality, the effects can manifest in real time. It is the absolute will of the storyteller to dictate the events to come and their outcomes.
Exert your Mind and spend an Action. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
You may end this Effect prematurely as a Free Action.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Nightmares.
Michelle nervously adjusts her glasses before focusing her gaze on her target. Her eyes take in every little detail; the twitch of an eye, a smirk or frown that belies their true thoughts or intentions. Anyone looking would see her pupils dilated almost to the edge of her irises.
Exert your Mind and spend a minute to activate. Select a Sapient target within arm's reach. Make a Trauma roll when you activate this Effect. At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Dr. Freeman drives his orbitoclast into the eye socket of his patient, and, with two quick sweeping motions, severs the particular connections in the brain responsible for trauma.
This procedure is not without its risks.
Exert your Mind to activate. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you injure the target's brain, causing a Severity 3 Injury and a neurological Battle Scar. Over the course of one minute, 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 + Medicine at Difficulty 6.
If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Your patient is required to not encounter a traumatic event (roll Trauma) for the next month. If they violate this rule, your treatment is immediately reversed.
You may attempt to treat an unwilling patient. They may choose to resist by rolling Mind at Difficulty 7. The nature of their Trauma will still be revealed to you if you treat them successfully, though they may not tell you directly.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you perform a lobotomy.
Sheriff Perkins is practiced at disarming enemies and can easily destroy weapons by swatting them with his Phantom Limb.
Exert your Mind and spend an Action or Reaction to activate. Select a weapon within arm's reach no larger than a duffel bag (35 liters). Roll Dexterity + Brawl Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
If you have access to the remains of an object you had previously damaged or destroyed, you may spend a Committed action to un-destroy 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.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
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.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
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.