The eyes on Finality's fox mask begin to glow as they begin to manipulate the world around them. The eyes glow brighter when they exert their mind.
You gain the following benefits at all times. You must actively and obviously be using fox mask to gain the benefits of this Effect.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Verso’s armor is a reinforced engineer’s coat crafted from layered ballistic nylon and brass-infused Kevlar, its seams stitched with nearly invisible titanium thread. The cursed pocket watch is discreetly mounted inside the left breast pocket, its chain woven into the coat’s lining like a vascular system. At a glance, it resembles a rugged workman’s jacket—grease-stained, patched, and unremarkable.
You gain the following benefits at all times.
You have 4, which reduces incoming damage from all sources of physical attack except Lighting Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The Assimilator crawls into one of their target's open orifices before beginning their work, something near imperceivably wriggling underneath the target's skin.
The Assimilator crawls into one of their target's open orifices before beginning their work, something near imperceivably wriggling underneath the target's skin. Of course, that wasn't all it was doing in there...
Spend an Action. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a giant alien centipede-like creature enter their target before their target's skin crawls with every change.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Battle Scar: Sensitive Skin - Your species is not suited to exposure to sunlight. (You suffer from 1 penalty when exposed to sunlight).
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Pyrophobia - You have an intense and violent reaction to fire. (Whenever you would be subjected to fire or extreme heat, you must roll Self Control or go into fight or flight, likely resulting in a transformation.).
Deeper still Dominic delves into the forbidden technology of the illuminati, and now is able to link his own nanites to the flow of flouride within the brain of people that he touches and in that moment read through their thoughts. Though in the touching of minds it is possible for the backfeed to corrupt his own thoughts, a factor that he is not wholly consciously aware of as his first action was to use this on himself, and in doing so erase his knowledge of it.
Exert your Mind and spend 1 minute. Select a Living, Animate target within arm's reach You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. You must maintain Concentration while the effect is active. Roll Intellect + Technology at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is unaware their memories are being probed. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is Dominic's left pupil dilating. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Skin twists, blackened veins pulse, joints pop - too many joints on that finger, take one away.
Eyes too bright, too focused - deaden them.
Stare into them and you find your skin raising despite your common sense. Your gut screams danger, but your friend looks at you with a smile.
Too wide.
That to destroy earth's music is to create confusion;
that to wreck her appearance is to blind us to beauty;
We indulge her children within us.
Spend a minute to activate.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see black veins pulse, and skin slacken and fold away.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you take an Injury or are stunned or incapacitated.
The pendent on your chest has gone beyond the mundane it is allowing you to do things you never thought possible in you are now able to transform into creatures and animals and the world a power that could be useful in espionage mission
Exert your Mind and spend a Quick Action to activate. You must actively and obviously use Gold Pendent to activate this Effect.
You transform into the last Creature you touched until you transform into something else. You cannot transform into a flying creature. 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. The equipment you are wearing does not transform 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 are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
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.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
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.