Strands of golden light coalesce from the foreheads of those close to you witnessing the effect. The strands form or deconstruct the object if desire from thin air in an instant, severing the ties from the minds of others. At the final moment of the object's (dis)appearance, those watching will see you in a flash of memory or fear as the cause or effect of their negative experience. You may replace a murderer at the scene of someone's death, or perhaps appear as the victim of an unfortunate accident they blame themselves for. You do not see these flashes, but the effects of your gift are obvious.
The mind is complex and intricate. On the physical level, it is a marvel of biology. You have learned to tap into the untapped potential within your own mind and that of those around you. Reaching into the metaphysical world is as simple as pulling a few strings. The more you have, the easier it gets.
You can use this to your advantage. By focusing deeply, you can manifest and demanifest the world around you. Whilst entirely held within your own mind, a bit of help from others never hurts.
You can't help it really. Reaching that deeply within a mind does terrible things to dredge up trauma. When the connection is severed, they see where you went - where you had to dig. They may never forgive you. They may never accept you. You are not enough. You are a monster.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store small firearms in your stash, each no larger than something which could fit inside a ziploc snack bag (1 liter), and you may store up to 15 of them at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see their darkest fears or worst memories flash before their eyes. You are present in these visions as either a cause or effect of said negative experience.
She looks fuckin weird
You gain the following benefits at all times.
You are permanently and visibly transformed: Unremovable Clown Makeup. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 2.
You may make a +2 Weapon Damage Balloon gun (pistol) attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Isolophobia: You fear being alone. (If you are ever alone or would go alone, roll Self Control. On a failure, you immediately seek out company, or shut down until you get it.).
The Severity of any Injury caused by Children is increased by 2.
His face and hands begin to pour blood and that same red leaks from all open wounds. Eyes to wide and bulge, blood vessels popping and eyes going red. Muscles bulge and tighten, and a growl thrums in the throat like vibrating tar.
Exert your Mind (unless you win a coin flip) and spend a Quick Action. This Effect cannot be used unless you have drawn blood or been attacked. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You transform into a raging berserker for 3 minutes. You have access to all of your Powers while you are a raging berserker, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Dexterity is increased by 1. You do not suffer any Stress while transformed.
Your body is adapted to running. You receive +3 dice on non-attack rolls related to running.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see your face and eyes steam with bloody mist, and all wounds on your body begin to pour blood from every orifice and wound.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
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Exert your Mind and spend 10 minutes to activate. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. More than half the target object must be present in order to begin repairs. Roll Brawn + Alertness at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Penny cuts her hand on the surface, and writes an inscription in a language as old as life. Her reflection changes to Valerie, and her soul is shredded into pieces, attaching to every item in the area.
Take a Severity-1 Injury and spend at least two Actions performing the following ritual: she cuts her body and starts to write an incantation on the surface in blood to activate. You must actively and obviously use a surface reflective enough to see your face to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Make a Trauma roll when you activate this Effect.
You automatically detect all items imbued with spiritual energy within 1 mile of you for the next ten minutes. You have a clear sense of both the distance and direction towards any detected items. You get details of what each detected item is, as if you've glanced at each object.
Even if there are no items imbued with spiritual energy within 1 mile of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
Energy dome tattoo flares cyan
Spend an Action. This Effect cannot be used unless Target is carrying cold forged iron. You must actively and obviously use Dome tattoo to activate this Effect.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next minute. Any Animate targets within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
This Gift's Cost is capped at 2 and cannot be increased further.
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
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.
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.
Finally, the girls are fusing the way they’ve wanted to since they began Contracting, three and a half years ago. It took Grace’s left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spirit’s ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spirit’s: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
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.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.