Slime drips onto the floor as it approaches the target
Gift granted in Ionising Anuran
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. This Effect cannot be used unless Esmerelda is active. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. 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. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
The rod glows with red light, and the injury being targeted glows the same color.
The one who wields it feels the power of the symbol of Asclepius compel them to move towards the compulsions of the Hippocratic oath.
If the target is dead, and the wound is treated by this, the wound is restored.
The rod is focused on the wound in question. The participant gets a deep sense of the wound, and can stitch together flesh, and restore lost blood.
This rod was made by drawing on the symbolic power of the Asclepius, and the promises and powers inherent in that symbol.
The ritual making it involves
- The symbol of the Asclepius
- The Hippocratic oath
- Several references to healing miracles
- Images of people whose lives have been saved by the wielder
The ritual leans heavily on the power, and obligations associated with the Hippocratic oath. It forces the wielder to adopt the tenants and behaviors associated with healers and doctors in the shared cultural understanding.
Do no harm.
Help all who come.
The power of this rod draws on the individual, and when reversing the pain forces the user to experience it.
Exert your Mind and spend 2 Actions. 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. If you fail or Botch, you receive one Mind Damage and a new Trauma. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.
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.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Weak Stomach: The rod draws on the vitality of the one wielding it, causing them to have strong reactions to smells.. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Committed to life: Whenever you see someone die, who you could bring back to life, you must make a self control roll to not immediately attempt to save them using this rod. This is rolled every someone dies near you and Passivist: You must make a self control roll to directly attack anyone in a way which will cause harm. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Catherine performs a fortune telling reading, learning secrets about the subject. Her eyes dilate as she perceives glimpses of the subject's past and future.
Spend a minute. Select a Sapient target within arm's reach. You must actively and obviously use fortune telling implement to activate this Effect. At the end of your investigation, roll Perception + Occult at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same target more than once per day.
Teresa is a giant doll conjured by Nikelaos, used only to treat any injuries surgically. It is equipped with countless medical tools that can be used to provide first aid and perform major surgeries.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see an abhorrent spirit.
Wrangler holds his lasso as he focuses on his target, the rope itself tightening on its own
Exert your Mind and spend an Action. Select a target within 45 feet. You must actively and obviously use a Lasso to activate this Effect. Roll Brawn + Firearms at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be pushed or pulled towards a surface within 45 feet and is restricted at that location by a physical, tangible binding. They can still move their arms and use Effects, but cannot move to a new location.
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.
If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.
Interweaves with the energy of an object to see if it has any supernatural properties and its purpose
Spend a minute. Select a target Object within arm's reach. You must actively and obviously use Notebook of occult knowlege to activate this Effect. At the end of your investigation, roll Perception + Occult at Difficulty 6.
You learn all the following information about your target:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see rotten tentacles spread out of his arm and wrap around the object.
This Gift's Cost is capped at 2 and cannot be increased further.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
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 50 feet. 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.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
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.
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.