From within his cell, Douglas grabs his mouth at lets out a sharp cough. Blood seeps out from between his fingers, although this could be easily chalked up to an infection or injury of some kind. If they manage to take a closer look though, he's muttering something under his breath.
Any words he speaks are carried by the wind, taken to his target in an instant. For the duration of their conversation, they're both able to speak freely even if in reality, the only noise they've made is a mere murmur.
Take a Severity-1 Injury and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is suddenly coughing up blood. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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. Exhaustion’s penalty and duration stacks with multiple activations.
Emily holds up a hand, and takes her glove off with her teeth. On the back of her hand is a QR code.
Holding this code up alerts the nearest drones. A pigeon will fly over, and settle on her arm - and begin sharing directly from the federal database - everything they've got on the target. They're everywhere.
She seems to twitter back - like an insane woman talking to a bird. Weird, huh?
Spend a minute. Select a Sapient target within 20 feet. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Perception + 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 Effect is not obvious, and the only sign you are using an Effect is a pigeon comes out of nowhere and starts tweeting at me from my arm. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Paranoia.
The subjects morphology underwent significant changes, documented changes include:
Severe skin discoloration.
Rare patches of dark scale-like growths as of yet incapable of resisting outside agitators.
Yellow Alligatoridae-like eyes with vertical slit like pupils.
Razor sharp talons durable enough to cut through flesh bone and some steel alloys.
You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +0 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.
You also gain the following effects:
Clouds part -- walls creak -- old wounds ache. Laces uncoil -- windows swing open -- locks move as if oiled. There is a Door that should not open, and even now its hinges are roused. All that is locked, opens. There is no secrects, the voice of The Mirror-Queen rings out, and all that remains is what has been opened.
Exert your Mind and spend one minute. This Effect cannot be used unless when the moon is visible in the sky. You must actively and obviously use A Carcked Mirror to activate this Effect.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within 300 feet of you. Cannot be used on Alien technology.
You may use a Quick Action to open, close, or lock an unlocked door or container at your full range with no Exertion cost.
Possession of this Power grants the following Battle Scar: The Knock Opens Anything, flesh included(A Soft Spot will be on one of your arms, it cannot be removed or healed, and when action involves the marked arm, the Soft Spot have a 1 in 50 chance to tear open, taking 1d2 damage in the process).
Ollie Rhoades has seen some shit.
You gain the following benefits as long as you have your eyes.
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).
Possession of this Power grants the following Trauma at all times: Glimpses of the Abyss: When you fail a Mind resistance roll, you must make a Self-Control roll to not spiral into your own knowledge and receive a vision. If you succeed on a coin flip, this vision is helpful. Otherwise, you are incapacitated with terror for 1d4 rounds.
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
The user gives a command in form of a brief, spoken, question, ex: "Have you considered taking a nap?" or "Shouldn't you miss?". As the question is spoken, time seems to stop. Cracks form in the naked air around the target as reality struggles to maintain its cohesion and the target's head is briefly surrounded by two-dimensional tentacles, reaching from these cracks to caress their scalp. Against the linear flow of time and the laws of causality these unnatural thoughts take shape and the target is convinced to ponder the stated question and follow the suggestion within as quickly as possible.
Exert your Mind (unless you win a coin flip) and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in Rounds. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Reality breaks.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
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 (unless you win a coin flip) 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. 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.
You cannot investigate the same target more than once per day.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
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 magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
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 Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.