Sebastian splashes out a vial of water, before he coils up around himself, before expanding rapidly, sending out a wave of dark wave of water all around him, releasing a burst of fae magic and making the area around him become a mimicry of the deepest part of the sea.
the area is as dark as the deep sea, and light has equal difficulty passing through it as it does in the actual deep, those within who are not built to handle the crushing pressure of the deep sea slowly get compressed by the sheer weight of the water around them.
Sebastian, of course, being adapted to this environment, finds it rather comfortable.
Exert your Mind (unless you win a coin flip) and spend an Action. You must use up small vial of water in order to activate this Effect.
You create a hemispherical dome of Deep Sea originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in the following ways:
Oz brings the cigarette to his lips and taps the ash off its end with a casual flick, as if entirely unaware of the grotesque transformation about to unfold. A single flake of ash drifts downward—slow, serene, unaffected by gravity's urgency or the surrounding chaos. It hovers and twists lazily in the air, utterly unbothered by the screams, blood, or tension nearby.
Then, where that speck of ash touches the earth, flesh begins to grow—slow and deliberate at first, like muscle stretching beneath skin. Faces—flattened, stretched, and locked in silent torment begin to rise, pressed like frescoes against the ever-thickening mass. The wall expands outward in a straight line, up to 40 feet long and 10 feet high, forming a solid slab of compacted skin, muscle, bone, and cursed soul-matter. It’s flat enough to walk across... for the most part -- though the sensation underfoot is sickening.
Observers feel the air grow heavier, the world slightly wrong—like Hell has blinked into their reality for just a moment. And all the while, that first ashflake drifts to rest... as though it had nothing to do with any of this.
Oz didn’t learn this from a wizard’s tome or a back-alley occultist. He learned it from a creature that most would’ve overlooked—a frail, withered thing, ancient beyond comprehension but hollowed out by time. It wasn’t terrifying when Oz found it. It was hiding. Hunted by a third-rate monster hunter with more bravado than brains.
The thing could barely stand. Its claws were chipped, its eyes sunken and dull. But when Oz saw the hunter raise their weapon, something in him rebelled. Maybe it was pity. Maybe curiosity. Maybe a whisper of something older.
In gratitude, the creature offered him a secret—a technique older than most names, passed down not to preserve power, but to be rid of it. A method born in the Fifth Circle of Hell, back when Wrath still had shape and weight.
The technique hinges on equivalence: a tiny, forgotten thing—a piece of ash—can be traded, momentarily, for something vast and wrathful and real. The ash is a symbol. Burned, spent, weightless. Exactly the opposite of what it summons. That’s the balance. That’s the key.
The wall doesn't scream, but it wants to.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must actively and obviously use Cigarrettes to activate this Effect.
Select one of the following alterations to create out of Human flesh, skin and faces, dense as a wall of concrete. originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a literal wall of corpses and suffering souls..
the modules absorb lingering static energy in the air as well as any potential energy in the user's muscles to unleash faster and more potent attacks, at the cost of the energy frying some of the user's emotion regulation enzymes, causing them to be more irritable and leaving huge electric burns all over their body in the process.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
Possession of this Power grants the following Battle Scar: Disfigured: Tons of electrical burns have appeared on your body, making you MUCH, much less approachable. (All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar).
Possession of this Power grants the following Trauma at all times: Short Fuse: Your brain is constantly getting fried, you feel much.... much more.... irritable. (You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Not unlike a spider and its web, Eins is able to perceive the Signals emanating from the world. Upon any of these being disrupted in any capacity, she is able to pinpoint the disrupted location in an instant.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
When using this power, they are engulfed in a fog then the form of the transformation he appears as 5'3'' with a bit longer hair and light green and a light blue eye, he wears white gloves (sometimes one is missing) , black jeans, and a long sleeve dress shirt.
Exert your Mind and spend an Action to activate. This Effect cannot be used unless No one can see Them when they transfrom.
You transform into His performance form for 3 minutes. You have access to all of your Powers while you are His performance form, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Charisma is increased by 1.
While transformed, instead of your normal clothes and equipment, you are equipped with: In this for they're wearing white gloves, a pair of black jeans, and a black long sleeve dress shirt
Eva flashes a gentle smile.
You gain the following benefits at all times.
Your Charisma rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
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.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects: