A writhing mass of metal chains rises out of the floor at Grayson’s call…when the revenant spirit of Leyding is in the mood. It is a fickle thing, and knows not whether to trust his potential. Right now, it does not always come when he beckons.
This mass of winding, rusted, broken chains fires off a few links at his target, interrupting or binding them in a spectral embrace.
Leyding…one of the two chains broken attempting to bind Fenrir. When Leyding broke, its ghost carried on. A ghost without a home. A ghost with failed purpose. Thousands of years later…in the unlikeliest of places, its spirit latched on to a young rocker on the streets of Seattle. He had a gift for convincing people. And Leyding learned from its successor Gleipnir—that the trick to trapping someone is often in convincing them there is no escape.
Exert your Mind and spend an Action. Select a target within arm's reach. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Dexterity + Influence at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but cannot move to a new location.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of Damage equal to twice the original Contested Outcome. Damage from multiple attacks is cumulative and stacks linearly.
You may use this Effect as a Reaction to contest any physical Action a target is taking. Excess Outcome does not restrict the target.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
Twine's body is flexible and strange, cotton and rope and stitching made to move like a human.
You gain the following benefits at all times.
You are permanently and visibly transformed: A stitching-covered living doll. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
You no longer age naturally, and supernatural attempts to age you fail.
You can squeeze through any cracks and passageways a cat would be able to.
You cannot speak any coherent verbal language and must resort to other means of communication.
The Severity of any Injury caused by fire and heat is increased by 2.
Yvonnel focuses her energy through her brush, allowing it to paint over even grievous wounds. The area she paints over feels and exhibits similar traits as paint until the wound is fully treated, in which the paint falls off to reveal material identical in nature to what was once there. However, the affected area is colored the same as the paint that was used. Should the area come in contact with water before a month has passed, the paint will wash away, reverting the wound back to an injured state.
Exert your Mind and spend 1 minute to activate. Select a Living or Animate target within arm's reach. You must actively and obviously use Paintbrush to activate this Effect. When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Crafts at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to not be soaked in water for the next month. If they violate this rule, your treatment is immediately reversed.
With a swipe of the air he can bring up an almost digital menu with a number of square slots showing icons of things he's stored away, allowing him to press the icon and materialize it in his paws.
Spend an 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 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.
Whispers begin. They Soft at first, like distant voices carried on the wind, but they grow insistent, layered, overlapping—a chorus of something hungry speaking in tongues long forgotten. The sound doesn’t come from any one direction but seems to press in from all sides, worming into the minds of those who witness the event.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. You must use up Animal bones in order to activate this Effect. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Your target may Resist to cancel the transfer.
You may choose one each of as many things as you like from the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
Possession of this Power grants the following Battle Scar: Hands are blackened and have weird purple veins to her elbows.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
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).
You also gain the following effects:
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 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.
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. If you fail or Botch, you receive one Mind Damage and a new Trauma.
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.