This sewing needle is hospital grade sanitary and sharp! There is a mind numbing pain as it enters the target, and it works carefully with the healer to stabilize and close wounds it passes through. It can also cut like a blade for surgeries.
You gain the following benefits at all times. You must actively and obviously be using sewing needle to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Hydrostatic "bones" go slack and untangle into rope tendrils as the flesh warps, deliquesces, and goes transparent, revealing a cryptic, anarchic tangle of luminous rainbow organelles that illuminate the plasm in a day-glo aurora.
Exert your Mind (unless you win a coin flip) and spend an Action.
You transform into an opalescent jelly for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that a rodent could fit through.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may spend an Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see cronenbergian discorporation.
Ramsey’s experience as a child has hardened his resolve, damage to his body and mind do not bother him. Physically, he has been branded with a large Eye on the back of his head, which opens to reveal an actual eye when Ramsey uses his powers.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Battle Scar: Soft Spot: Back of head.
Frazier has had enough run-in’s, getting close and closer to death each and every time. But, as always and thanks to the supernatural nature of his work, he’s adapting. He won’t stay down.
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.
If, while you are unconscious, your wound level rises above your rating in Body + twice your Mind, or if you take an Injury with Severity greater than twice your rating in Mind, 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.
Alister has reconfigured the chaise of his body and applied a reactive coating of electronically charged iron shavings. his body is completely black covered in this metallic dust. on impact a portion of the dust is knocked away revealing the shinny vulnerable bronze left underneath. eventually the dust is drawn back to its original place.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except Corrosive substinces. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Ricter has started to befriend Kazarisu, a Kamaitachi yokai spirit that accompanies him. However, he needs a bit of 'motivation' to do more than just protect him, as such he feeds him a pint of alcohol to offer some inspiration.
Kazarisu resembles a stoat in appearance and size but can grow to be as big as a wolverine if he wishes, with paws that can extend into sickle-like claws. He has jagged white fur that is smooth to the touch with black coloring on his tail tip.
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"I've learned in nearly half a year that Kazarisu is a bit fickle, likes stupid jokes that I make, chicken, and drinking. I'm glad to have him around but he tends to be a bit of a menace, especially when he chugs a whole bottle of wine and ends up cutting up my curtains...Nonetheless, I'm starting to like him, we even started watching soap operas together."
"Lately, I have been demanding we work together but he just lacks...motivation, not in a bad way though. So I bribe him with some wine occasionally, which seems to give him a physical body somehow, probably some form of yokai logic. Although he's mentioned that if he 'died' he'd just revert to his more spiritual clingy self, which was a relief."
Exert your Mind and spend an Action.
Summon a single Sapient Kamaitachi at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
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 detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind 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. You cannot investigate the same target more than once per hour. 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:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is that you keep peeking at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll when you activate this Effect. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind and Spend an Action. Select a Living target within 20 feet. Roll Intellect + Occult 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:
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."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.