Yado intensely stares at the target while wearing his glasses. His contact from the other side tests him by pitting a copy of Yado’s astral spirit against the target in the duel.
The better Yado performs, the more pleased is the contact from the other siding. The information gather from the contact is depending of how pleased the contact is.
The life Yado lives is connected with understanding dangers, just by looking at them. You have to understand the person you are up against, just from looking at them.
Spend a minute. Select a Sapient target within 20 feet. You must actively and obviously use glasses to activate this Effect. At the end of your investigation, roll Dexterity + Firearms 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 cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
Emily smiles softly, talking with the current subject of her fleeting interest. And as she does, she breathes in.
Some things, her biology can smell. Their path, the tiny bits of sweat and hair and oil they leave as they travel.
Some things, she can smell in a... different way. Some things, the Grail whispers to her. What they hunger for, what they lust for, and how they swim in these drowning waters.
So much is put into one's sweat - even their needs.
Increase your sacrificial Injury's Severity by 1 and spend a minute. Select a Sapient target within arm's reach. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
You cannot investigate the same target more than once per day.
Jeremy accesses dormant genes as he matures, reducing his body’s need for sustenance as the modifications made to him prior to his birth modify his biology.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.
A scar, a gift, a curse, all that it may be, and all that it may ever be. A power to let yourself go past your limits, to go beyond your base instincts and your base reality. A million thoughts an hour, all permanent and fixed into your mind, that is what fills your mind.
You gain the following benefits as long as you have your A Dragon scar along his left eye, which glows a malice evil purple.
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).
Possession of this Power grants the following Battle Scar: Bloodied Knuckles.
Possession of this Power grants the following Trauma at all times: Psychopathy.
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
having experienced enough physical trauma for several people, Mako's body and nerves have stopped giving a shit to pain responses, and instead, focus on the situation at hand to ensure that they are kept alive
You gain the following benefits at all times.
Your Body Penalty is reduced to 0. Does not reduce Mind Penalty.
Lily rubs motions in the shape of a treble clef around the disfigurement, and two small, golden serpents emerge beneath her fingers. They will slither onto the scar and spend the duration repairing what was broken. By the end, when the disfigurement is gone, they will combine to form a small, golden mark of a lily flower where the scar once was. The mark glows and slowly pulsates, its intensity growing in increasing darkness.
Exert your Mind and spend a minute. Select a Living target within arm's reach. Select up to four Battle Scars on your target to treat.
The treated Battle Scars 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 a glowing and pulsating mark of a golden lily where the scar initially was on the target which cannot be healed.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
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.