Challenge "We are Maikendo, you cannot beat us!"

4
Requires Seasoned
The power to create an environmental hazard.
Used by Maze, Created by Ricterx.
(This Effect is obviously Alien when used. During activation, it is obvious the environmental effect is issuing forth from you. You must actively and obviously be using Rangers Cloak.)

Maze's challenge manifests itself in a simple game of navigating an area, embodying an explorer who wants players to get past the conditions in the region and make it out safely. The true challenge is the entire forest is against them, and they must get out before the rabbits, the plant life, or any other factors make that goal impossible.

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Maze summons a region of flowers, shrubs, and undergrowth around the area and brings his world wherever he is, which looks like a cell-shaded forest. In this zone, a number of things occur:

+ The twisted undergrowth of vines and shrubs actively seems to try and wrap up, trip, or just make travel hard, even in the sky above it.

+ A number of bunnies with red scarves lurk around and hassle anyone that is foreign to the location with harmless traps in an effort to exhaust them.

+ Drifting on the winds is a toxic pollen that induces an almost drunken intoxication, similar to drinking a heavy amount of alcohol. Causing dizziness, mental sedation, and limited inhibitions.


Exert your Mind and spend an Action. You may choose not to pay this Effect’s activation cost. When you activate this Effect, if it is active from a previous activation where you didn’t pay, that Effect ends. This Effect cannot be used unless Atlas is active. You must actively and obviously use Rangers Cloak to activate this Effect.

You create a hemispherical dome of forest undergrowth, shrubs, and plant spores originating at your Location, with a radius of 200 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:

  • Danger Zone: The zone contains rabbits with red scarfs that harass those inside the zone with the goal of exhausting invaders. The area is extremely inhospitable. At the end of each Round, everyone in the zone must roll for Acute Exposure.
  • Overwhelming: Anyone inside the zone cannot Exert their Mind, and Mind rolls made within the zone are at -2 dice.
  • Slippery: All movement distances are halved within the zone. Anyone who wishes to move further than their Free Movement within a Round must roll Dexterity + Athletics. If they fail, their movement is limited to their Free Movement and they fall down.
The zone expands immediately to its full size from the chosen Location and will spread to fill the entire area regardless of any barriers or cover.

You may end this Effect prematurely as a Free Action.

  • Affected targets may still spend Source.
  • The Effect does not follow you after you activate it.
  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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Community Power Gifts

You gain the following benefits at all times.

You have 6 Armor, which reduces incoming damage from all sources of physical attack except Hazard damage (Falling pool of acid non-controlled fire etc.). Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Spend an Action to activate. Select a target within arm's reach. Roll Intellect + Science at Difficulty 6. The target] may contest by Defending or Dodging.

If you succeed, your target will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but cannot move to a new location.

Restricted targets may escape their binding by spending an Action and taking a Severity-1 Injury.

This Gift's level is capped at 2 Gifts and cannot be increased further.

  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • You can target yourself if you qualify as a valid target by the other requirements.

He who wants to tell a good story, also needs to be able to answer questions about the characters he talks about. And if you want to know more about the personality, hopes, dreams or grudges of someone, you just need a peek into their home or at things they kept hidden.

Exert your Mind and spend two Actions performing the following ritual: Ramming the flag into the ground and shouting a pass phrase. You must actively and obviously use Flag to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You may lock, unlock, and/or open any number of doors, containers, knots, or locks within 300 feet of you. Cannot be used on Alien technology.

You may only use this Effect once per day.

  • Operating some locking mechanisms through this Effect may have a secondary effect, such as a turn-key ignition on an older or cheaper car causing it to start or stop. Note that the locking mechanism itself must satisfy the standard targeting requirements (including line of sight), not just the vehicle.
  • Any mechanism that requires a key, keycard, key fob, or combination may be considered locked, at the GM's discretion. This Effect may be used on doors and containers secured with control panels or other electronic locks, but not computer security systems at large.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits as long as engaged in combat with Psychic Bow.

You receive +2 dice to all rolls using Psychic Bow. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.

You also gain the following effects:

  • All-Terrain Archer: Your attacks made with Psychic Bow never suffer penalties due to movement or environmental conditions. This includes sprinting, climbing, firing in the rain, etc.
  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Hail Storm: You may Exert your Mind to make an attack with Psychic Bow against all targets within a 120 degree arc in front of you. Your full attack Outcome applies to each of them, but they may attempt to Dodge or Defend if they are aware of the attack.
  • Pin Down: If your attack hits a target near a wall or a floor, the projectile pierces through them, pinning them to the wall or floor. Unpinning oneself quickly will increase the relevant Injury’s Severity by 1.
  • Pincushion: Any attack or Effect activation roll against a target that already has one of your projectiles stuck into them is rolled at -1 Difficulty.

Exert your Mind and spend 15 minutes to activate. Select a Living target within arm's reach. You cannot target yourself. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Perception + Medicine at Difficulty 6.

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.

  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Power Gifts

You gain the following benefits as long as engaged in combat with firearms made in your home country.

+2 dice to all firearms made in your home country rolls.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

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.

  • Someone may attempt to extinguish a fire that you started by spending an Action and rolling Dexterity + Athletics. An Outcome of 2 puts out the fire
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits as long as you are not in direct sunlight and you have fed on fresh human blood in the past 24 hours.

You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.

Your Injuries no longer degrade with time.

The Severity of any Injury caused by fire and heat is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

Your Charisma rating is increased by 1. 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:

  • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.
  • The Price Of Fame: Any sightings or recordings of your activity can easily be traced back to you. Even when disguised or using an alias, people always get a Perception check to recognize you.

  • A "social gathering" might include a birthday party, after-work drinks, a ski trip, or yoga in the park, among other things. It likely would not include a cult gathering to summon a demon, Congressional negotiations over a contentious bill, etc.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.

Your Extra Appendage is incapable of fine object manipulation.