Conditions are GM-assigned status effects.
Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and Playgroup leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained. For example, lycanthropy may be contagious in one Playgroup, but not another.
Circumstances describe your Contractor's situation in various Playgroups.
Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.
My training for years has given me the ability to fix what is needed.
Exert your Mind and spend 1 Action to activate. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. You must actively and obviously use Lucky shoes to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Brawn + Alertness 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.
Moving as the pollen around him Jason is able to leap from one place to another with little or no effort.
Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. You must actively and obviously use Multitool to activate this Effect.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
I have begun my experiments that now can give way to the rise of new and different creatures. My plants will grow and the seed shall bring my children to life.
Exert your Mind and Spend an Action to activate. Select a Living or Animate target within arm's reach. Roll Dexterity + Crafts at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The plan has given me life beyond the sense of pain. I now feel less as we come together. This comes from my moss covered shoes.
You gain the following benefits at all times. You must actively and obviously be using Moss shoes to gain the benefits of this Effect.
Your Body and Mind Penalties are reduced to 0.
Jason is a mechanic and knows how to get shit done. He works on this object for a bit and is able to make it better.
Expend a point of Battery and spend a minute to activate. Select a non-Alien Device within arm's reach. Can be used on Armor.
For the next day, your target receives 2 extra dice to all actions taken with its intended use. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up.
You may choose a second valid Device target while activating this effect and splice both targets into a single new Device. The newly created item has the same size as the larger of the two initial targets, and can be used to perform the same actions as either of the original items. It receives 2 extra dice to those actions for the next day.
Frank is a mechanic and has learned how to take items apart and make sure they stop working. He pulls out his multitool and get to work.
Exert your Mind and spend an Action to activate. Select a Object or Construct Object within arm's reach no larger than a large luggage bag (75 liters). Roll Brawn + Alertness Difficulty 6. Sapient targets may resist by rolling Mind at Difficulty 8.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
Track your current equipment here. You may start with anything your Contractor would reasonably have access to.
A pocket knife hammer, wrench, Phillips and flat head screw driver. Budweiser (6) Rope puller pulls 1000 feet of rope hold one person multitool
In stash Gun, Fireworks, multitool
Car Extra wheel, First aid kit, Flares, tool kit, extra clothes, Tire iron
Trophies are special objects and equipment.
Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Power system. Trophies are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained.