Shinsei Shedding the mortal form has it's advantages

1
Requires Seasoned
The power to temporarily transform into A nine tailed fox with large yellow eyes with hexagonal irises on each of the tails.
Used by Leon Vanderblight, Created by leonvanderblight.
(While you are A nine tailed fox with large yellow eyes with hexagonal irises on each of the tails, you are obviously transformed and unusual. )

When his mortal body becomes damaged enough, Leon sheds his corporeal form and returns to his spiritual body. His mortal form discorporating into a cloud of white ethereal wisps before coming together to form a translucent whirlpool of energy from which he emerges as a man sized nine tailed fox, eyes ablaze with green flame, and each of his nine tails proudly on display. Though the process results in him briefly experiencing a total void of sensation as the body is shed and it leaves him disoriented and feral for the short time it takes him to reconstitute a new form it's utility is inarguable. Though such a transformation would without question expose him to the world, Leon is not the type to be so kind as to leave loose ends once his true Kitsune body has been exposed.


This Effect activates whenever Leon takes a severity 4 or higher injury or is knocked unconscious. It does not require an Action or Exertion. Make a Trauma roll when you activate this Effect.

You transform into A nine tailed fox with large yellow eyes with hexagonal irises on each of the tails for 3 minutes. You have access to all of your Powers while you are A nine tailed fox with large yellow eyes with hexagonal irises on each of the tails, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.

While transformed, your Attributes are the same. You do not suffer any Body or Mind Penalties.

If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.

Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.

Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Community Power Gifts

Spend an Action. Select a Living target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee 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:

  1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
  2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
  3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
  4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
Refer to the stock Battle Scars on the Character Sheet for specific systems.

All alterations you make must damage the target's knees.

This Gift's Cost is capped at 2 and cannot be increased further.

  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
  • 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 get +2 dice to any Body resistance rolls you make. You also gain the following effects:

  • Inoculation: If you succeed a Body resistance roll against an Effect, you are immune to that Effect for the next 24 hours.
  • Survivor: You are immune to all non-Alien diseases.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

When Grace and Obedience first met, Obedience saved her life. She had been fatally wounded, curled on the pavement and crying in a pathetic anger before her attacker. Neither of them wanted her to die, and that is the reason they joined in the first place. Light filtered through the blue, wraith-like form of her future best friend became some perversion of the light at the end of the tunnel… and she woke up healed.

You gain the following benefits at all times.

If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.

While Incapacitated, your only weakness is a proper exorcism, and if you take damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will never kill you. If your weakness is not immediately intuitive or obvious, attackers may be able to make some sort of knowledge roll to discover it, at GMs discretion. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

Exert your Mind and spend an Action.

You transform into Tiger until you transform into something else or choose to return to your original form. See the Extended System text for stats.

While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. The equipment you are wearing does not transform with you.

Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

  • Creature Stats
    • Medium (large house cat up to human) Body 3. Brawn 1. Dexterity 3. Fall damage reduced by 1.
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.

You gain the following benefits at all times.

Your Intellect rating is increased by 3. 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.
  • Never Forget: You have a perfect photographic memory, and can recall or recreate even complex and detailed things. If you forget something you had previously seen or noticed, you may ask the GM and they will remind you.
  • Remarkably Self-Aware: You may roll Intellect at Difficulty 6 to “scan” yourself for abnormalities. With Outcome 1-3, any outside influences on your thoughts/mind will be detected, as well as Traumas. With Outcome 4+, you may Exert your Mind to cancel the Effect. One attempt per Effect.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Power Gifts

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.

  • Your fires may be extinguished with appropriate Actions and materials. Stop, drop, and rolling to extinguish requires spending an Action and making a Dexterity + Athletics roll, with an Outcome of 3 putting out the flames.
  • If the target is larger than your flame size, the Armor destruction creates a weak point instead of applying to the entire target.
  • 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.

Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.

You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.

You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.

This Effect ends if you take an Injury or are stunned or incapacitated.

While disguised, you cannot use any Activated or Targeted Powers.

  • While you may alter your outfit's appearance, this does not grant or store equipment. This does not allow you to change the appearance of Artifacts or conceal their Alien appearance.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

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.

Exert your Mind and spend an Action.

You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.

  • This includes any objects that come into range during activation.
  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.

If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.

If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.

This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.

  • 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.