Polamedes sits down and calms himself. Over the course of a minute he uses a bundle of wires and electronics combined with tiny nanomachines in his ring to slowly assemble a tiny robot. Pols forarms expand outward in 4 sections framing his arm like a kind of giant spider. The long spindly limbs pry free from the flesh and bone underneath showing long strands of tendon and flesh beneath where they were previously connected. The spider arms then move at ludicrous speed quickly assembling a tiny robot by tri spooling, nanothread, skin threads, and actual wire. The spiderlegs heat up quickly as they move and over the course of the minute will release a spay of blood in order to cool themselves as they work.
The robot looks like a miniature version of Utah raptor. Afterwards the programming in the raptor demands that it be given a unique name before it can be given any instructions.
The Hobbes-Bots shoot their ranged attack by opening their mouth and from it shooting a tiny blue jet of plasma in a cylindrical laser.
Exert your Mind and spend one minute. This Effect cannot be used unless Minions must be created within range of wifi. You must actively and obviously use Bundle of wires to activate this Effect.
Summon a single Hobbes-Bot at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Spider arms.
Exert your Mind and spend an Action.
You phase out of reality for 4 Rounds. During this time, you cannot affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the world collapsing all around the user, then back to normal as if nothing had happened.
You leave a reality distorting after-image at your location.
With raw, brute strength and a hint of fae magic he summons this power. his muscles swell even larger, his skin emits a faint, eerie glow. The air around him crackles with arcane energy, focusing into his hands as he grips the cold steel. He chucks the beam, arcing the toss perfectly to round corners.
You gain the following benefits as long as you are engaged in combat with Structural I-Beams.
+2 dice to all rolls utilizing Structural I-Beams.
You also gain the following effects:
When in danger your coat or jacket can sprout crossed layers of thorns, creating a thick armor around your upper body, your head if you are wearing a hood, or anywhere the article may cover. In even greater moments of desperation, it can form a loose wall of them extending from your forearm, creating almost a tower shield of brambles.
You gain the following benefits at all times. You must actively and obviously be using A jacket, cloak or coat that has been embedded with thorns to gain the benefits of this Effect.
You have 2 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
When you take damage from a source which is within 5 feet of you, your Armor deals 2 back to them.
Gofer’s skin, hidden beneath his fur, has thickened and become more resilient, similar to that of a bear or wild boar. This lets him shrug off most forms of attack, to a degree.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Becoming imbued has awakened something inside you. It feels like a lens or filter has been removed from the world that you didn't even know was there. Now you notice things that you never did before, all of your senses are sharpened. The metaphysical gloves are off. This is going to be fun.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
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.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You transform into a vampire bat or a wolf 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. Any equipment you are wearing transforms 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.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.
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.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You never know whether or not the musician's death is merely part of the performance.
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. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. 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.