Braf Johnson's Power value does not match their spent Gifts! Power Value: 6 Spent Rewards: 4
Braf Johnson has overspent Experience Remaining: -9 Exp. (Earned: 173 - Spent: 182)
They are 35 years old, and often appears as A handsome space-faring swashbuckler.
Braf Johnson lives in The Tattered Curtain, a setting where the barriers between universes are beginning to crumble.
Circumstances describe your situation.
Examples include enemies, wealth, notoriety, social status, contacts, fame, and imprisonment.
Because each Playgroup has its own setting, Circumstances record the Playgroup they were acquired in.
0 Rewards assigned
Punch someone to knock them out!
Choose an Animate target within Arm's Reach, spend an Action, Exert your Mind, and roll Brawn + Brawl6, contested by the target rolling to dodge or Defend (as for an attack with a thrown weapon) as a Reaction. If you succeed, they take a dice penalty equal to your Outcome for 2 rounds. Affected targets cannot Concentrate. Difficulty
If their total dice penalty from all sources exceeds their Mind, they are instead stunned for 2 rounds and cannot act.
You have a photon blaster that looks something like a toy, but when fired produces a bright beam of light and a classic laser sound effect.
Spend an Action, Exert your Mind, choose a target within 300 feet, and roll Dexterity + Firearms6. The target may defend by rolling to dodge or Defend (as for an attack with a thrown weapon) as a Reaction. Difficulty
Damage dealt equals the difference between your attack roll's Outcome and the defensive roll's (if one was made), plus 3.The target's Armor is Fully Effective.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Passive, always in effect.
0 Rewards assigned
Braf can shoot any lock open with his photon blaster!
Spend an Action and Exert your Mind to operate any mundane lock within 20 feet. Cannot be used on any lock larger or more complicated than a common key lock or door larger than a standard residential / commercial door.
Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion.
You may lock or unlock with this Power, or operate locks that have other effects (such as those on vehicles). Can be used on control panels or other electronic locks, but not on computer security systems (that requires Hack).
Braf must give his implant time to attune itself to the creature in question. Then he may speak with them at will.
Spend an Action, Exert your Mind, and select a target within Arm's Reach. The target may communicate in your language for 10 minutes.
You may only communicate with the sorts of targets that your "Commune" Enhancements allow. Without at least one "Commune" Enhancement, this Power is unusable.
glock .20 two extra clips cell phone boots socks jeans tighty wities flashlight headlamp leather jacket leather gloves
Rope Vietnam camo pants, shirt, jacket, canteen, survival kit, astronot blanket
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 Gift system.
Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.