These contracts bear the logo of the Inderpal Agency - they come prefilled with the various stipulations, consequences, & basic parameters, though much is left blank to allow customization by the end user. To activate, the contract is merely finished & signed by the respective parties. The contract remains, but it's power is expended after activation.
The default penalty is "Oathbreaker" taking the form of a elaborate henna marking on their face that cannot be removed. Other penalties may be selected in it's place if desired. Attempting to break the stipulations results in a splitting migraine & a cold sweat.
These Contracts are written with the same Ferro-Fluid that emits from the R.I.S.H.I. device or generated by the R.I.S.H.I. as a digital NFT
Standard CPS Contract
Upon agreement by the Close Protection Specialist & the Client (Hereafter referred to as "CPS" & "Client" respectively) the following Contract is established:
-The Client agrees to pay the designated rate per day the CPS is contracted to provide Close Protection services, in addition to reasonable expenses incurred by the CPS as well as any up front retainer if one was requested. This payment will be in British Pounds unless the CPS agrees to an acceptable alternative. The Client agrees to pay the full amount negotiated promptly, either per week of ongoing services or within five business days of a concluded agreement. The CPS may allot more time or waive payment if desired.
Responsibilities of the CPS
-The CPS will take any action required to ensure the life, safety, & freedom of the Client, up to & including personal injury, incarceration or loss of life. If the client is somehow abducted while under the CPS's protection, the CPS will dedicate every effort to secure the Client's freedom, with the normal pay structure being frozen during this time (the Client will still incur reasonable expenses, to be paid upon their release provided the efforts of the CPS contributed to their freedom).
Responsibilities of the Client
-The Client agrees to divulge any pertinent information requested by the CPS. Requested information is to be truthful, accurate, & delivered promptly. Information gained in this manner is considered confidential & the CPS is prohibited from sharing it with any third parties without the Client's permission.
-The Client agrees to a Non-Disclosure article regarding any actions or services taken by the CPS while under Contract unless the CPS gives express permission for those details to be shared with a designated third party. This NDA includes any form of recording or similar, any written record of actions taken by the CPS, any information that would be gained under questioning or interrogation, or any other means not listed here. The only information the Client may share without permission is public facing information (Amarjeet Inderpal, Inderpal Agency), that they did in fact hire the CPS & if they would do so again.
Stipulations
-If the Client chooses to engage in illegal activities that could endanger the reputation of the Inderpal Agency, the CPS may terminate the Contract. Doing so requires a notification be delivered to the Client explaining the reasoning behind the Contract termination as well as the refund of any payments made by the Client within five business days. If a Contract is terminated in this manner, all Conditions & Stipulations upon both CPS & Client are rendered void.
-The CPS will continue to provide services & be bound by the above stipulations until a designated objective has been completed or previously defined time period has elapsed. Once services have been rendered or if the contract has been terminated (either through non-payment or the above stipulation), the CPS will be free of all stipulations of this Contract unless hired again at a later date. A verbal agreement to reinstate previously negotiated services shall be all that is required from the Client should the CPS choose to offer it - new stipulations, costs, or other parameters will require a new Contract to be signed.
-If either the CPS or the Client break the terms of this arrangement by action or inaction, they will invoke a penalty clause, becoming Marked in the process.
You may make an oath with a Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must and all participants must sign the contract to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
The target may be at any range, but you must still be able to communicate the terms to them, and they must be able to sign the contract.
Bankston has carefully siphoned a portion of his tainted blood into a metallic vial equipped with a detachable needle. Each vial bears the etching "Lex Sanatio." Upon injecting themselves with this vial of blood, the user experiences rapid healing, with wounds swiftly stitching themselves back in place, this process is excruciatingly torturous and causes hallucinations of a full blood moon.
Spend 1 minute and use up this ________ (unless you succeed on 1d10, Difficulty 7). Select a Living or Dead target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll 7 dice at Difficulty 8, dice penalties do not apply.
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.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
the user ingests the consumable, creating a small vapour from their bodies as the affliction within the user is safely excreted from their body. A clump of cells writhe and wriggle inside the user as well as the outer layer of their throat, expelling the toxins.
Spend 1 minute and use up this pill. Select a Living target within arm's reach.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see A clump of cells writhe and wriggle inside the user as well as the outer layer of their throat, expelling the toxins.
You pull the pin of this canister and toss it towards the target as it begins to release streams of a scentless gas accompanied by wisps of smoke that oscillate between tones of black and purple with specks of gold interspersed. The smoke dances and moves like sentient tendrils before climbing its target in search of exposed orifices.
Spend an Action and use up this gas grenade. Select a Living target within 30 feet. Roll 7 dice Difficulty 6, dice penalties do not apply. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.
A colorful oitment made from healing herbs, several dyes, beeswax, glycerine lotions and the infinite traveller's undying optimism.
Use up this colorful ointment (unless you succeed on 1d10, Difficulty 7) and spend a minute. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
Healing a Battle Scar in this way leaves behind healed area is of a completely different skin tone on the target which cannot be healed.
This item looks like a standard GM vehicle's oil filter. When activated it functions as a standard fragmentation grenade.
Spend an Action and use up this oil filter. Select a Location no further than 25 feet from you and in your line of sight. The area within 10 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll 11 dice Difficulty 6, dice penalties do not apply. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 10 feet of the chosen Location with Damage equal to your Outcome + 4.
The Witch prepares a vial of green fluid that can be used to poison any food or drink. Anyone who consumes the poison will grow drowsy and then fall into a deep sleep. While unconscious, the victim dreams of the witch and learns a secret about them.
Use up this vial of green liquid and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 7 dice Difficulty 6, dice penalties do not apply.
The trap looks like food or drink. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target within within arm's reach that uses the trap as food or drink will trigger it. Affected targets may resist by rolling Mind at Difficulty 6.
When the trap is triggered, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 hours.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
An affected target's dreams while they are asleep will involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them.
If an affected target was already sleeping when you used this Effect, they are put into a deep coma that lasts indefinitely, but they will be awoken from it if a kiss from someone who's attracted to them.
After consuming the tainted food or drink, the target transforms into a llama!
Use up this vial of extract of llama and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 11 dice Difficulty 6, dice penalties do not apply.
The trap looks like food or drink. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target within within arm's reach that uses the trap as food or drink will trigger it. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives two new Battle Scars of your choosing, limited by the contested Outcome:
If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
All alterations you make must turn the target into a llama.
The Battle Scars you inflict manifest over the course of the next minute.
The Future Soldier learned to create foam grenades in their own time period, and they still can, kinda. They look like glowing orange capsules with a rugged rubberized grip. When thrown, they burst into a splash of expanding neon orange foam. The foam hardens in seconds, severely hampering the movement of anyone unlucky enough to have been splashed. Those affected may use their hands or weapons to hack away at the foam and free themselves.
Occasionally, the fuses on these bootleg grenades fails, and they go off immediately.
Spend an Action and use up this small metallic grenade with pin (unless you succeed on 1d10, Difficulty 7). Make a thrown Attack at a Location within normal Attack range. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you are hit as it activates immediately at your present location. The target may roll to dodge or Defend, as normal for thrown Attacks. The Attack itself does not deal any Damage beyond the Effect.
If you succeed, all affected targets will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but are reduced to ¼ of their movement speed.
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.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways: