You must lasso one of the targets to transfer the injury to the other target.
Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. This Effect cannot be used unless one of the targets must be caught in the lasso. If a target does not consent to the transfer, you must roll dexterity + athletics at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose one each of as many things as you like from the following to transfer between your two targets:
When activating this Effect, the user lights up a joint and continues to smoke throughout the entire process, exhaling clouds of smoke that fill the air. As they approach the broken object, their demeanor is oddly focused despite the relaxed haze around them. Their actions seem haphazard and random; they use whatever is at hand—a spoon to tap components, a screwdriver twisted in mid-air, or duct tape applied in bizarre patterns. Small sparks and clicking sounds occasionally emanate from the object, indicating progress.
For 10 minutes, they continue to smoke and work, seemingly in their own world. Observers notice an almost magnetic quality to their movements, a natural ease and confidence that seem to influence the environment around them. Despite the apparent chaos, there's an inexplicable sense that the user's presence and attitude are guiding the process, making their actions seem almost deliberate. By the end, the object hums back to life, fully functional. The entire scene is a blend of confusion and amazement as witnesses see the user's unconventional yet effective repair, all while constantly consuming marijuana.
Spend 10 minutes. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. You must use up Marijuana in order to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Charisma + Crafts at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
Kitty can apply their siphoning soul to magical objects...breaking brooms or enormous magical constructs.
Exert your Mind and spend an Action or Reaction. Select a magical object within arm's reach no larger than a large luggage bag (75 liters). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you you suffer a Traumatic Brain Injury. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Perception + Alertness Difficulty 6. Sapient targets may resist by rolling Mind at Difficulty 8.
If your Outcome is 4 or higher, the target will be fully and completely destroyed, leaving behind no meaningful remains. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
Targets which are considered indestructible can still be destroyed by this effect.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Kitty's veins bulge and turn black, and those close by feel intense revulsion.
You may only use this Effect once per day.
Maria smells the air near the target, and her eyes roll back into her head. She experiences their darkest nightmares.
Spend 2 Actions. Select a Sapient target within arm's reach. At the end of your investigation, roll Perception + Influence at Difficulty 6.
You learn all the following information 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 sniffing the target. 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: Fearless: must roll Self-Control to fight or flee in a terrifying situation.
You cannot investigate the same target more than once per day.
The void is far more forgiving anf maleable when it comes to bending space and experiences Void Traveler will know how to use this to their advantage. Athena, being one such Void Traveler, is abke to use this to her advantage. In order for it to be easy and painless, traversing between the two planes, it pays for Athena to have a gift of the void somewhere on her body to make the transition easier.
Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. This Effect cannot be used unless She has to have at least two Warp Form Augments on her in order to use Warp. They must give no functional benefit.. Make a Trauma roll when you activate this Effect.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may activate this effect while in free-fall, as long as your target Location is a surface on which you can land.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.
A small piece of paper with the cult's ritualistic circle drawn on it. Upon use a black tentacle lashes out violently, when it touches walls or other objects it turns soft, and does not damage them, when it hits people the limb turns hard, it can cut their skin like a blade or knock them backwards with brute force, after it strikes the tentacle like a measuring tape goes back into the paper then the paper burns up
Spend an Action and use up this a small piece of paper with a ritualistic circle on it. Select a Living target within 45 feet. Roll 7 dice Difficulty 6, dice penalties do not apply. 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.
If the target receives an Injury, they are knocked back 5 * Severity feet.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
The user places this slip of paper from the mystic against their head, speaks the inscribed phrase, and envisions a time they wished they were alone. the paper bursts into a shockwave that pushes all weak-minded beings away. The repulsion field can be maintained for several seconds by meditating on the nature of solitude.
Spend an Action and use up this paper with mysterious calligraphy. Roll 7 dice Difficulty 6, dice penalties do not apply.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 3 Rounds. Any beings with 6 Mind or less within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
The seasoned necromancer's darkest art spits in the face of the natural order. Given sufficient preparation, they may temporarily revive any dead individual.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may only use this Effect once per day.
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 detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in minutes. 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. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within arm's reach. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.