Uses a totem of an animal to perform a ritual calling on local animal, eagle, or jaguar spirits to transform the user into the corresponding animal. The transformation starts slowly with just superficial features (feathers, talons, hooked nose/beak) then rapidly ends with a quick change in size.
Exert your Mind and spend an Action. You must actively and obviously use an animal totem to activate this Effect.
You transform into capuchin monkey, golden eagle, jaguar, or any region-appropriate small, medium-sized, or large animal 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 cannot use your Active, Direct, or Trap Powers. However, you can use your Passive 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.
While transformed, you may speak and use any Influence or Communication Powers you posses.
Possession of this Power grants the following Trauma at all times: technophobe.
Abbas takes a deep breath and then proceeds to hold his breath. His body starts to blend and become one with nature itself as he stalks what he wishes to stalk...
You gain the following benefits at all times. You must actively and obviously be using Dolphin Teeth to gain the benefits of this Effect.
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.
A hole is punch through the fabric of the universe. A truck is seen stopping and the minion opens the back downs and jumps down from the back of the truck. Then just as fast as it came in the truck then leaves through another whole it makes.
From looking at the pages of noted on his phone he can summon characters he writes down. The truck is always on either right or left never predictable. The holes in the universe repairs it's self instantly after the truck moves fully out of the hole.
Take a Severity-1 Injury and spend two Actions performing the following ritual: Must have to clasp both hands together and recite the yaoi and their title.. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single figures from Dandadan at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Kayleigh has a pair of fluffy fox ears and a single equally fluffy fox tail, both matching her hair color. The fox ears replace her original human ears.
Technically not a real kitsune, as traditional Japanese kitsune were portrayed as beautiful women and foxes seperately rather than combined to create a beautiful woman with fox traits. Not that the specifics matter too much, she's still quick and cute. Kayleigh's ears enhance her hearing and her tail is very cute, and she wont have to worry about growing old ever again.
You gain the following benefits at all times.
You are permanently and visibly transformed: You gain a pair of fox ears and a fox tail. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1, your Charisma is increased by 1, and your Intellect is increased by 1.
While in forests, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
Possession of this Power grants the following Trauma at all times: Whenever you see something particularly curious and interesting, you must roll self-control to avoid stopping to investigate it closer or take a picture.
Only by connecting with and understanding the sword, can one learn to wield it perfectly.
You gain the following benefits as long as you are engaged in combat with Swords.
+2 dice to all rolls with Swords. You may Defend against firearm attacks from any range using Swords.
You also gain the following effects:
Cole passes his hand over the face of a timepiece, gathering golden energy from it around his hand that forms into golden arcane symbols, before launching forward red-tinted wavering threads of energy that can pass through a single target or pierce out in a line through several. This is not only damaging physically, but the overwhelming sensory input is agonizing. He can use this offensively to strike at threats or defensively, withering the substance or energy of an incoming attack by dragging it through years on its way to him
This is the result of Cole's first clumsy attempts to unlock his scientific knowledge of time using arcane means. Rather than his goal of moving targets through time, his inability to let go of a local frame of reference causes him to push a rapid flow of time through the target. Perhaps as he accumulates gifts, he will gain more fine control.
Spend an Action. Select a target within 50 feet. You must actively and obviously use a timepiece (wristwatch, pocketwatch or similar) to activate this Effect. Roll Intellect + Science Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
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.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.
You also gain the following effects:
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 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.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a target within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can hear and see through the ward as though you were standing at its location. You may have at most 1 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.