Task begins chatting with the target as Finality begins to skim their account for useful data.
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. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Intellect + Technology 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 Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same target more than once per day.
July 26, 2024, 9:58 a.m. - Revision Cost: 1. Added Enhancement: Name, Removed Enhancement: Passwords
As the assassin wills it to be he comes almost ghost like, still there, but not exactly completely present.
You can see through him almost completely aside from a general shape, almost as if he doesn’t fully exist in this world anymore
You gain the following benefits at all times.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. You only remain obscured while you are standing still; moving or taking actions will suspend the Effect for a Round.
You may turn this Effect on and off at will during its duration.
Well, clearly Bobbi had either gotten her dosage way too low, or her tranquilisers simply didn't work against boars when the animal in question was a spectral apparition of an Etruscan idol dated 500-600 BCE. Probably didn't help that it was the size of a family sedan either.
Bobbi tried very hard to ignore the quaking in her legs as the monstrous thing ran at her. This was just like that time she'd got a glancing blow with that Medi-Dart vaccine on that bull, right? It had raged and charged at her headlong just like this, but the pain of the needle and the drugs in its system had made its movements sloppy and predictable.
She just needed to follow up and then dive to one side, just like that. Only difference being she wasn't getting back up if she fucked this up.
Deep inhale. Tighten the stock a little more against your shoulder. Now-
In a lightning-fast blur her free hand had plucked another dart from the pouch at her waist, and a moment later it had embedded itself in the ghostly boar's head in such a way that it almost seemed to slow mid-charge -- its feet kicking up dust as they ground against the hard earth and granting Bobbi barely enough time to roll to the side.
Holy shit, it worked!
Its a lil weird, but Crossbows can either be tied to Firearm Mastery or Archery Mastery, since they are affected by both (+2 to Firearm rolls, and +2 to rolls with Crossbows) - and I'd rather have it tied to Firearm Mastery when it comes to this character
I don't plan on abusing this for any stupid stuff like taking both Gifts to get +4 to rolls (pretty sure that wouldn't work anyway), I'm picking flavour over actual mechanical strength. I think it'd make more sense for my character to know how to use crossbows and guns rather than crossbows and bows (and since Archery Mastery gets the Quick Fingers enhancement for free, I'm actually missing out on a Gift point to do this)
You gain the following benefits as long as engaged in combat with crossbows.
You receive +2 dice to all rolls using crossbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
Gloves on, Almost like manipulating the string on a puppet, Jay fingers bend and moves in odd shapes as he manipulates objects in front of him to put on a show for the audience
Physics wise, Jay uses the gloves as attachments for his invisible strings as they burn his fingers and nearly chops them off without it.
You gain the following benefits at all times. You must actively and obviously be using Gloves to gain the benefits of this Effect.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Amarjeet moves through a world in slow motion, hyper-vigilant to all potential threats.
Be warned, such hyper vigilance may have unintended psychological consequences.
Toxic Codependency: You have every faith in your capabilities and everyone should know best to have you along. Roll trauma when someone denies your offer to accompany them into a potentially dangerous situation.
You gain the following benefits at all times.
Your Perception rating is increased by 2. 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).
Possession of this Power grants the following Trauma at all times: Toxic Codependency.
You also gain the following effects:
The user must establish eye contact or maintain physical touch with the subject, thus facilitating a psychic link. This link is then nurtured through intense concentration, and the telepath delves into the mental realm of the target, navigating through layers of thoughts and emotions.
Exert your Mind and spend a minute to activate. Select a Sapient target within arm's reach. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
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 Perception + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
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 Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
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.