As the priest recites scripture from his mind, quoting the bible and biblical text, the subjects mind begins to alter; his memories replaced with the resolve of Christ, and the preaches of what is said from him.
Exert your Mind and spend 1 minute. Select a Human target within 20 feet. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, a specific period of time (up to 1 day long) from your target’s memory is replaced with new memories of your choosing. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Ellis has the power to create and ignite small lines of gunpowder at the tips of his fingers, as well as access to a small blowtorch from his index fingers. His hands appear constantly charred and sooty, with his pointer fingers glowing like soft embers.
The gunpowder created by this Gift will never be enough to create a full explosive, and will do at most 1 damage if it is ignited directly on someone's skin (and they don't just move out of the way or dust it off).
You gain the following benefits at all times.
You are permanently and visibly transformed: your hands constantly appear charred and sooty, and your pointer fingers glow softly like embers. You are considered to be a Sapient, Living being when targeted..
Your body provides you with the functionality of a blowtorch and small gunpowder fuses. If used to attack, these "tools" use the same stats as a small knife.
By having your target go through therapy totalling 24 hours in duration you are capable of assisting them in curing a trauma they possess
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. Over the course of one day, 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 + Influence 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.
The Vermin King has developed fine hairs on his body similar to those used by insects to cling to walls, allowing him to do the same. His instincts have been modified by his gifts, allowing him to engage in several forms of movement unnatural to the average human.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The overlapping muscle groups are most apparent in his hands, the joints crudely deformed from the constant muscle tension. Even purposefully relaxing a specific muscle group can result in sudden impacts or swings of force from the taught opposite-pulling muscle groups. It's almost like his muscles are spring loaded. He pulls back and takes traditional swings often because he likes the style, but it's just as easy to fling a rock like a trigger shrimp, straight on. It's not talent. It's barely aim. It's E=mc2, and intense force.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
Possession of this Power grants the following Battle Scar: Swollen fingers, -3 dice to actions requiring fine finger dexterity. Some actions, like turning a key, picking up something small, or using a gun with a covered trigger are simply impossible or would take some time at best.
You also gain the following effects:
Nikki shreds into a series of chuggy power chords that climb into fast thrash metal. The sonic waves emanating from his guitar become visible, launching towards the target like a nuclear shockwave
Exert your Mind and spend three Actions performing the following ritual: playing guitar. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Dexterity + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 8. Armor is reduced to 1/4, rounded down against this damage.
If the target receives an Injury, they are knocked back 5 * Severity feet.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.
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 a new fire as large as a torch's flame at your target. You may create 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 2 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 depleted by any Damage dealt, destroying the 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 torch's flame 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 torch's flame cannot cross.