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.
-Your left eye suddenly changed, from dark brown to abyssal-black with a slit teal pupil.
-Faint scales is visible under your skin but is generally hard to notice.
-Mint shades starts to appears along your silvery white hair.
-"One day, I suddenly felt non-existent... As if something have replace me, as if my left eye is conscious"
-"Am I not human to begin with? Or is this some cruel curse?"
You gain the following benefits at all times.
You are permanently and visibly transformed: ███████. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
Possession of this Power grants the following Trauma at all times: Thalassophobia.
Turning to face the blow head-on, I smirk as charmingly as possible as my challenger's blade shatters against my chest. I spend several seconds determining an appropriate quip before giving up on something so base and efficiently dispatching of my foe.
[Disfiguring]: How droll. How crude. These people are far beneath me. However, for such lowly opponents, there is an obligation to give them a sporting chance. I shall not flee, nor give excessive chase. My muscles will refuse to do so at my own command, to ensure their fair shot. If they are smart, they will use that opportunity to exit. If they are not... Blood.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Possession of this Power grants the following Battle Scar: Chronic Ankle Instability - Noblesse Oblige.
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.
After agreeing to submit to the experiment, Riku's complexion became paler, with larger and more toned muscles; his senses shaper and his mind faster. Every now and again the place where the otherworldly tendril was surgically removed itches and where it was connected an eye briefly manifests, opening and closing itself.
You gain the following benefits at all times.
You are permanently and visibly transformed: symbiotic survivor. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, and your Intellect is increased by 1.
Possession of this Power grants the following Battle Scar: Weak Stomach.
The Severity of any Injury caused by Acid is increased by 2.
As long as you give it time to adapt, the robotic equivalent to the human brain is a lot less affected by attacks on your cerebral capabilities and can act in an emergency where a person would've succumbed to their wounds. But tapping into this kind of strength leaves you a bit more vulnerable for a bit of time.
[Brain Overload (Exerting your Mind causes you to take a -1 dice penalty to all subsequent non-physical Actions for the next 15 minutes.)]
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is divided in half.
While Incapacitated, you may Exert your Mind to take a single action.
Possession of this Power grants the following Battle Scar: Brain Overload.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
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 musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.