A blast of blue-green energy bursts from me, striking all around me.
Exert your Mind and spend an Action. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Dexterity + Firearms at Difficulty 6.
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
Nikki's Ibanez Iceman generates sound like it was plugged into a full stack of amps!
You gain the following benefits at all times.
You are permanently and visibly transformed: 1988 White Pearloid Ibanez Iceman. You are considered to be a Sapient, Non-Living being when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
Your body provides you with the functionality of a stack of amps. If used to attack, these "tools" use the same stats as a small knife.
Mountain Spirit’s Leap
When Stinky Pete focuses his mind to teleport, his form becomes momentarily blurred, like a mirage dancing on the mountain wind. His eyes glaze over as he attunes himself to the earth beneath him, feeling the ancient paths and hidden routes that only he can sense.
As he exerts his Mind, the very ground seems to respond, sending tremors through the soil, and his form flickers, bending reality as if nature itself is plucking him from one spot and dropping him elsewhere. To an observer, it’s like he vanishes into thin air with a gust of wind and reappears where he intends, the faint sound of shifting stones accompanying his arrival.
If in a mountainous area, this ability becomes even more dramatic. The mountains seem to call out to him, their ridges and peaks aligning in his mind like a vast interconnected web. For one minute, as he traverses the rocky terrain, each step resonates with an ancient power. When he decides to jump, there’s a sudden, sharp pull as the very fabric of the mountains folds, spitting him out at the edge of another range, no matter how distant. The terrain doesn’t just connect; it becomes an extension of his will, bending space and time as if he were an avatar of the mountains themselves.
Exert your Mind and spend 15 minutes. Select a Location within your line of sight.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Mountains for one minute, you may activate this Effect and travel to the edge of any other Mountains that you’re aware of, regardless of range.
That's sun wukong the handsome monkey king. He's literally fast. Release the hatred from your heart.
Exert your Mind (unless you win a coin flip) and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
You may only use this Effect once per day.
Gideon's eyes alight purple and so do the eyes of his targets, a psychic scream like a crushing weight resounding within the minds of all involved. Each of them bleeding the energy of the psychosphere into the aether around them for a moment as the connection is formed and their minds link. Gideon's will dominates the others into submission and crushes them beneath the heel of a mental giant forcing them to capitulate to his will.
Gideon has had reason to practice. Great reason to practice, and his latest gift had been used to push his more finessed psychic abilities to their next zenith. Allowing him to dominate the mind of these rote beasts, their simple minds far easier to command than that of the people around him and besides. It was far less of a risk to expose that you could control the mundane monsters of the world than to dominate the mind of a person, and Gideon has learned through brutal, repeated, lessons that monsters can be just as.. if not far more threatening than any man you could run into. Though in doing so he retains the classical risk of his mind melding into that of his target Gideon is confident that his mental fortitude is greater than that of any thoughtless beast he may encounter.
Exert your Mind and spend an Action to activate. Select a Creature within 20 feet. You must actively and obviously use An orb of souls to activate this Effect. Make a Trauma roll when you activate this Effect.
For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Creatures which are the same species as your target will also be compelled to follow commands that you issue if they are within 20 feet when the command is given.
Your commands must be relatively simple and within the target’s intellectual grasp. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.
If you use this Effect on the same Creature two days in a row, the effect lasts indefinitely.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Souls explode from the orb surging out into the mouths and throats of the creatures effected.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
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:
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, 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 + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
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 a new fire as large as a torch's flame at your target. You may create 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 2 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 depleted by any Damage dealt, destroying the 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 torch's flame 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 torch's flame cannot cross.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.
You also gain the following effects: