The eyes of the phoenix reflect the sins of those who look upon them, burning it into their mind with torturous intensity.
This Effect activates whenever you use Pyromancy to burn a creature you are holding. It does not require an Action or Exertion. Select a Sapient target within arm's reach. “Your target should be intuitively based on the triggering event. Roll Brawn + Brawl at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a fear of God (and Billy) as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the target's eyes burn with celestial fire, along with their mouth.
Sally flings away the metal, imbuing it with a simple, quick, and powerful spell: seek, bind and crush. The metal stretches, wraps, and begins to crush wherever it locks until the spell wears off, then it falls to the ground in its original shape. In addition to crushing, different metals do different damages. Gold burns with the light of the sun, tin crackles with electricity.
Sally had a month. A single month to come up with some scrap of original magic. Not quite the… best of circumstances to say the least. So she opens the notes for her Sympathetic Manipulation ability, and studies. Pulling out the bits on binding roaming spirits to her will, and remixed, binding her will directly to the items through the fragments of the spell and the newest tool in her kit: alchemy.
Exert your Mind and spend an Action. Select a target within 50 feet. You must use up at least five grams of a pure alchemical metal (lead, tin, iron, gold, copper, quicksilver, or silver) in order to activate this Effect. Roll Intellect + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
As a half-blooded creature of the night, Tabatha can do things the average human cannot, especially with the consumption of blood. When drunk, she can cling to objects, find an intuitive way around congested environments and move on surfaces and liquids with certain time constraints.
Exert your Mind and spend one minute. You must use up a pint of blood (2 severity) in order to activate this Effect.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
Talking to an individual grants you information according to the gift's enhancements, like drawing secrets from their lips
Exert your Mind and spend one minute. Select a Sapient target within arm's reach. 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 Charisma + Alertness at Difficulty 6.
You learn all the following information 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.
When Blurred Beans is active, he becomes subtly indistinct, blending seamlessly into his surroundings in a way that doesn't draw attention to him. Beans emits a subtle distortion in the air around him, like a faint ripple or shimmer that causes light to bend and refract ever so slightly. When Blurred Beans is deactivated, the subtle distortion that surrounded him dissipates, and he gradually becomes more tangible and visible to those around him. The hazy, indistinct outline that surrounded him slowly sharpens into a clear and recognizable figure, allowing others to see him with greater clarity.
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. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Battle Scar: Weak Stomach and Chronic Migraines.
Possession of this Power grants the following Trauma at all times: You must roll Self-Control to avoid flipping off any law enforcement you're directly interacting with..
This creatures limbs have swollen to an unnatural degree there are bright throbbing red veins
It seems these veins stem from the claws of the Necklace
When an arm extend large masses of fur and flesh build up around the shoulder region and then shoot out like a fire hydrant with blood and fluids spilling as the arms Contort to their new size
The action can be disturbing to those around the wielder and causes great pain to the user
You gain the following benefits at all times. You must actively and obviously be using Bear Necklace to gain the benefits of this Effect.
You are permanently and visibly transformed: Bear with swirls of Fur and Flesh. You are considered to be a Sapient, Non-Living Creature when targeted. Your Dexterity is increased by 1 and your Perception is increased by 1.
Your Injuries no longer degrade with time.
Your appendages can reach an additional 30 feet.
You may make a +2 Weapon Damage to brawl ferociously with your claws attack without additional equipment.
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.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend 1 minute. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
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.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
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.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Sapient targets can resist by rolling Mind at Difficulty 6.