Binding Chains "Immobilize!"

1
The power to impair a target's movement.
Used by Nathan Reyes, Created by Master_Psyterra.
(When activating this Effect, it is obvious you are interacting with the target. )

When a target is selected, shimmering magic blue chains fly from the abyss and surround the target, holding them in place with tight and winding grips


Exert your Mind and spend an Action. Select a target within 20 feet. Roll Charisma + Occult at Difficulty 6. The target may contest by Defending or Dodging.

If you succeed, your target will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but cannot move to a new location.

The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of Damage equal to twice the original Contested Outcome. Damage from multiple attacks is cumulative and stacks linearly.

  • You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • 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.

Community Power Gifts

Exert your Mind and spend an Action.

You transform into A horned muscular humanoid abomination for 3 minutes. You have access to all of your Powers while you are A horned muscular humanoid abomination, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 2 and your Perception is increased by 2. You do not suffer any Stress while transformed.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the user of this gift will double over in agony as their bones double in density and length, it appears as though the muscle of the user quite literally bursts from their skin and horns inexplicably sprout from the users skull as their skin appears to slough off and their screams of agony turn into a grim deep voiced chuckle.

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.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

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.

You may only use this Effect once per day.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Perhaps it's this ability-- this kinship with the creatures of the wild-- that lead her to survive that faithful hike nearly twenty years ago. When Kimori and their pack came across the scared little girl deep into the mountains, they did not see her as threat or prey, instead adopting the child of man as one of their own.

Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet.

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.

Possession of this Power grants the following Trauma at all times: Empathic: When you come across a creature in distress, you must roll Self Control or be compelled to save them, even at personal risk..

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • 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.

Examples:

"I'm Mark Collins, fighter of injustice, protector of the weak. I'm here to stop you! " (flexes in superhero pose)

"It's too late, Mark!" (laughs maniacally) "You'll never find the bombs in time!" (Shows him live feed of the city.) "Watch your public failure with me! The world will know my name! ZOXOB!"

"If you have to look along the shaft of an arrow from the wrong end, if a man has you entirely at his mercy, then hope like hell that man is an evil man. Because the evil like power, power over people, and they want to see you in fear. They want you to know you're going to die. So they'll talk. They'll gloat. They'll watch you squirm. They'll put off the moment of murder like another man will put off a good cigar. So hope like hell your captor is an evil man. A good man will kill you with hardly a word."
Terry Pratchett

Exert your Mind and spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Brawn + Influence at Difficulty 6.

You learn all the following information about your target:

  • Determine if this target is Alien in origin or whether it has any Alien energy or outside influences. You receive information about the type of energy, including the name of the relevant Source pool or equivalent.
  • You learn the target's name, nicknames, screen names, and aliases.
  • You learn Their master plan/immediate personal goal.
  • You determine any major weaknesses that the target might have.

The quality and specificity of information gained depends on your Outcome. For any information you learn about your target, the corresponding information about you is shared with them.

Any information you gather is A spoken conversation and made publicly available. This also includes any information the target learns about you.

You cannot investigate the same target more than once per day.

  • Weakness Must be things that are systemed around. For example, silver for a werewolf. Not general like "she's bad at fighting".
  • 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.

Your Body and Mind Penalties are reduced to 0.

You gain the following benefits as long as Has consumed speed within the past 30 minutes..

You can run at three times your normal movement speed.

If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

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 an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.

Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.

Animated Objects have the following restrictions and capabilities:

  • Awareness: Animated targets are capable of perceiving the world around them within reasonable limits. They cannot communicate in a clear or coherent way.
  • Movement: Animated targets can use an existing method of locomotion (wheels, etc); otherwise they can move across the ground at 15 feet per round, or hover up to a height of 7 feet in the air at 10 feet per round.
  • Combat: Animated objects cannot take offensive actions in combat.
  • Artifacts: Animating an Artifact does not grant the animated object access to any Effects built in to that Artifact.
  • Ability Use: If an action requires a roll, Animated objects have a dice pool of 7 when performing a task for which they were designed, and a dice pool of 4 for taking any other actions.
  • Toughness: Animated targets are as easy to destroy as they were prior to being animated. If destroyed, the effect ends.
  • Following Orders: Animated objects are controlled by the GM, and will follow any commands you give them, as long as they don't require problem-solving.

  • A task for which an object was designed might include a broom sweeping, a gun shooting things, a car driving, a towel rubbing up on stuff, etc.
  • Animated objects may be more or less susceptible to certain attacks at GMs discretion. A scarecrow golem would be easily destroyed by a sword (or fire). An animated suit of armor may not fear bullets but could be smashed to bits with a hammer. A full bronze statue is largely indestructible but might have difficulty standing up if toppled.
  • If an indestructible object is animated, the animation ends in any event where the base object would have been destroyed.
  • 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 an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.

The target can communicate in your language for the next hour.

  • 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 an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.

As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.

You are subject to the following effects while gliding or flying:

  • Evasive Maneuvers: During your turn, if you moved mostly through the air but traveled less than your Free Movement, all attacks against you are at a -2 dice penalty until your next turn.
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

Spend a Quick Action.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.