Mimery

2
The power to create modifications to terrain.
Used by Philip Montegue (AKA Bumble the Clown), Created by EthanJ.
(When activating this Effect, it is obvious you are attacking the target. )

The clown spends a few moments miming out an invisible wall. Suddenly, it becomes real, and a wall made of Aluminium oxynitride can be seen, slightly distorting the light around it.


Exert your Mind and spend an Action. Select a Location within arm's reach.

Select one of the following alterations to create out of Plexiglass originating at the target:

  • Wall: Create a straight wall made of Plexiglass up to 40 feet long, 10 feet high, and 12 inches thick. This wall can also be used to create a bridge, ramp, or similar. It must be free-standing.

The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.

This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.

  • Attempting to break any alterations with inappropriate tools may damage or destroy the tools at the GM's discretion.
  • Any structures you create leave precise gaps for obstacles in their path or push them out of the way. You cannot directly destroy objects or structures or damage beings by creating walls or domes.
  • Tool guidance for GMs:
    • Difficulty 9: Brawn 5, no tools.
    • Difficulty 7-8: One-handed tools or makeshift tools (like a sword). Mythic Brawn without tools.
    • Difficulty 6: Appropriate manual tools. Crowbar, sledgehammer, armor-shredding attacks.
    • Difficulty 4-5: Power tools, vehicles, explosives.
  • 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 Targeted Gifts

Spend a minute. Investigate an area with a radius of up to 100 feet This Effect cannot be used unless only works in a murder site. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.

You learn the following information about the area:

  • You learn motive of killer/psychological profile
  • You choose a specific type of event and receive a vision of the last time it occurred here.
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 area more than once per day.

  • 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.

Increase your sacrificial Injury's Severity by 1 and spend a minute. Investigate an area with a radius of up to 1 mile At the end of your investigation, roll Brawn + Alertness at Difficulty 6.

You learn the following information about the area:

  • You learn about any traps or ambushes in the area. Using this power does not trigger said traps or ambushes.
  • You can locate the source of any Alien energy or the presence of any Alien effects on the area. Specific information about the function of these effects beyond their general type is not forthcoming.
  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Blood tendrils lift out of the ground, wrapping around her hand, caressing her. You can hear all of the sounds of things that died while having strong emotions in it.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

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

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • 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 Living or Sapient target within 20 feet. This Effect cannot be used unless the target is Sapient (cannot be just Living.). Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.

If you succeed, you possess your target for the Contested Outcome in hours. The target has no control over their body or actions, though they retain consciousness and will remember anything that occurs during the possession.

Your original body will be left behind, unconscious. You may perceive through your original body's senses by Concentrating. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.

Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.

Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.

Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it. If the possession ends and your original body was killed or destroyed in some way, your disembodied spirit will haunt the location where your body died, and the only action you can take is activating this Effect on a new target within 20 feet.

Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.

While possessing your target, you may put them into “autopilot.” During this time they will act as they would normally for the situation without the knowledge that you are/were possessing them. This allows them to act “normal” around social contacts, type in passwords if they want to log in, etc. You have no control during this time.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see spirit mutilation and imprisonment.

If you become Incapacitated or suffer an Injury Severity 4 or greater, this Effect ends.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Access to equipment-based Gifts such as Signature Items depends entirely on whether you are holding the relevant object, and is not impacted by whether or not you are possessing a 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.

Spend an Action and use up this spore bomb. Select a Location within 20 feet of you.

You create a hemispherical dome of smoky area, cloudy originating at the chosen Location, with a radius of 20 feet, and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:

  • Danger Zone: The zone contains spore smoke. The area is extremely inhospitable. At the end of each Round, everyone in the zone must roll for Acute Exposure.
  • Obscured Vision: The zone is partially blocked from view. Anything within the zone will have difficulty seeing anything or being seen from the outside. Any rolls that rely on sight are made at -3 dice, and rolls that would benefit from sight are rolled at -1 dice.
The zone expands immediately to its full size from the chosen Location, but will be stopped from spreading in a particular direction by any barriers or cover, and can only fit through openings large enough to fit a grown adult. If a new opening appears while the Effect is still active, it will finish spreading in that direction.

Any time someone leaves your zone, they remain affected by your Zone Effects for an additional 3 Rounds as if they were still within the zone.

  • This consumable is destroyed when used and cannot be used again.
  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • 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.

Edit: Good enough as is

Spend an Action or Reaction. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 10 feet.

You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.

When you use this Effect as a Reaction to dodge, if you Exert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.

  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You must be on a surface of some kind in order to activate this Effect; it cannot be activated while in mid-air.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • 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.

Stock Targeted Gifts

Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. 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.

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."

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.

  • A given target can have a maximum of one Suspended Effect on them at a time. The selected triggering Action cannot be used to reveal information about the target (e.g. no "activate when they are a vampire"). It must be an Action they take, not a thought or something that happens to them.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.

You learn a single specific piece of information, chosen from the following list, about your target:

  • You learn how to reliably contact the target.
  • The target’s trail for the past 24 hours is revealed to you and anyone you teach to follow it. This trail shows how long ago the target was there and is followable even when they are in a vehicle.

The quality and specificity of information gained depends on your Outcome.

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

  • Contact info Low Outcome: a means of communication (phone, email, a secretary). High Outcome: specific phone numbers, email addresses, protocols for getting access to the individual.
  • Tracker You are not made instantly aware of where they have been in the past 24 hours; you must follow their trail. You may "happen upon" any trail they have made in the past 24 hours.
  • 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 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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 at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence 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 Contested 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.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • In the case of a failed activation, GMs should consider how bystanders would realistically react to a potentially-outlandish accusation of mind-reading.
  • 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.

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.