These contracts bear the logo of the Inderpal Agency - they come prefilled with the various stipulations, consequences, & basic parameters, though much is left blank to allow customization by the end user. To activate, the contract is merely finished & signed by the respective parties. The contract remains, but it's power is expended after activation.
The default penalty is "Oathbreaker" taking the form of a elaborate henna marking on their face that cannot be removed. Other penalties may be selected in it's place if desired. Attempting to break the stipulations results in a splitting migraine & a cold sweat.
These Contracts are written with the same Ferro-Fluid that emits from the R.I.S.H.I. device or generated by the R.I.S.H.I. as a digital NFT
Standard CPS Contract
Upon agreement by the Close Protection Specialist & the Client (Hereafter referred to as "CPS" & "Client" respectively) the following Contract is established:
-The Client agrees to pay the designated rate per day the CPS is contracted to provide Close Protection services, in addition to reasonable expenses incurred by the CPS as well as any up front retainer if one was requested. This payment will be in British Pounds unless the CPS agrees to an acceptable alternative. The Client agrees to pay the full amount negotiated promptly, either per week of ongoing services or within five business days of a concluded agreement. The CPS may allot more time or waive payment if desired.
Responsibilities of the CPS
-The CPS will take any action required to ensure the life, safety, & freedom of the Client, up to & including personal injury, incarceration or loss of life. If the client is somehow abducted while under the CPS's protection, the CPS will dedicate every effort to secure the Client's freedom, with the normal pay structure being frozen during this time (the Client will still incur reasonable expenses, to be paid upon their release provided the efforts of the CPS contributed to their freedom).
Responsibilities of the Client
-The Client agrees to divulge any pertinent information requested by the CPS. Requested information is to be truthful, accurate, & delivered promptly. Information gained in this manner is considered confidential & the CPS is prohibited from sharing it with any third parties without the Client's permission.
-The Client agrees to a Non-Disclosure article regarding any actions or services taken by the CPS while under Contract unless the CPS gives express permission for those details to be shared with a designated third party. This NDA includes any form of recording or similar, any written record of actions taken by the CPS, any information that would be gained under questioning or interrogation, or any other means not listed here. The only information the Client may share without permission is public facing information (Amarjeet Inderpal, Inderpal Agency), that they did in fact hire the CPS & if they would do so again.
Stipulations
-If the Client chooses to engage in illegal activities that could endanger the reputation of the Inderpal Agency, the CPS may terminate the Contract. Doing so requires a notification be delivered to the Client explaining the reasoning behind the Contract termination as well as the refund of any payments made by the Client within five business days. If a Contract is terminated in this manner, all Conditions & Stipulations upon both CPS & Client are rendered void.
-The CPS will continue to provide services & be bound by the above stipulations until a designated objective has been completed or previously defined time period has elapsed. Once services have been rendered or if the contract has been terminated (either through non-payment or the above stipulation), the CPS will be free of all stipulations of this Contract unless hired again at a later date. A verbal agreement to reinstate previously negotiated services shall be all that is required from the Client should the CPS choose to offer it - new stipulations, costs, or other parameters will require a new Contract to be signed.
-If either the CPS or the Client break the terms of this arrangement by action or inaction, they will invoke a penalty clause, becoming Marked in the process.
You may make an oath with a Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must and all participants must sign the contract to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
The target may be at any range, but you must still be able to communicate the terms to them, and they must be able to sign the contract.
charging a dart with her unstable energy, Sara can paralyze most targets she fires the dart into. Unfortunately, others can also use said dart, if they get their hands on it
Use up this ________ and spend an Action to activate. Make a Dart attack at a Living target within normal attack range. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Dart attacks. The attack may or may not deal Damage as per a normal attack, at the user's choice.
If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -3 dice Penalty to all Actions. After this, they fall into a state of sleep paralysis for Outcome x 3 minutes. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Affected targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation.
An affected target's dreams while they are asleep will involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them.
When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.
the user ingests the consumable, creating a small vapour from their bodies as the affliction within the user is safely excreted from their body
Use up this pill and spend 1 minute.
You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself so long as you have fully diagnosed or 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 treat Alien maladies and curses. If there is some method to cure them, you learn what it is. If the malady does not provide its own means of curing it, it is cured.
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. Exhaustion’s penalty and duration stacks with multiple activations.
The consumer just feels themselves getting weaker before blacking out for a instant at the 15 minute mark. Opening their eyes, they will feel oddly exhausted as their body is covered in some odd dust.
Outside observers instead will find the consumer disintegrating into ashes creating a cloud of particles where after the dust sets, another person, looking exactly like that consumer is standing there in the dust.
Where as loopy transfer the mind with the usage of amnesiacs. The Divergent Strand instead works as like a anchor. Setting a anchor and using the body of the consumer as energy and fuel, to pull the future variant of the target back to the present. In order to make sure that the consumer doesn't undergo full mental retardation, dementia, insanity, or any of the likes (after a few test), A series of amnesiacs are combined with the divergent strand that erases memories past 15 minutes of taking the pill to ensure mental stability.
Sometimes, there's a chance the future variant will be using the pill in the future as well and will spit out the pill, allowing possible future reuse of said pill.
Use up this Blue and white pill (unless you succeed on 1d10, Difficulty 7) and spend 1 minute. Roll 7 dice Difficulty 6, penalty does not apply.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Disintegrates the body and pulls the future self healed back to the present.
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. Exhaustion’s penalty and duration stacks with multiple activations.
A Jack of Clubs is thrown, as it makes its way towards the target its form shifts into that of a blackjack, a bludgeoning weapon intended for dazing people, just prior to impact. A few moments after impact the blackjack will crumple apart and dissapear.
A member of the Court of Clubs, loyal to their king, this knave has been tasked with weeding out the spies and assassins believed to be amongst their fellow courtiers. To complete this task they've been given a blackjack to daze and remove those who dare to stand against his majesty the King of Clubs.
Spend an Action and use up this Jack of Clubs. Make a Playing Card attack at a Animate target within normal attack range. Roll 7 dice Difficulty 6, penalty does not apply. The target may roll to dodge or defend, as normal for Playing Card attacks. The attack does not deal Damage, but the Effect does.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll your for your attack as normal. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
His body changed into someone completely different and suddenly he has no clue who he is.
Use up this small blue pill and spend a minute to activate.
You become disguised in a manner of your choosing. The disguise lasts for an hour and a half, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. A disguise cannot affect your Attributes or other stats.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
After consuming the tainted food or drink, the target transforms into a llama!
Use up this vial of extract of llama and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 7 dice Difficulty 6, dice penalties do not apply.
The trap looks like food or drink. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target within within arm's reach that uses the trap as food or drink will trigger it. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives two new Battle Scars of your choosing, limited by the contested Outcome:
If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.
All alterations you make must turn the target into a llama.
The Battle Scars you inflict manifest over the course of the next minute.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.
The user places this slip of paper from the mystic against their head, speaks the inscribed phrase, and envisions a time they wished they were alone. the paper bursts into a shockwave that pushes all weak-minded beings away. The repulsion field can be maintained for several seconds by meditating on the nature of solitude.
Spend an Action and use up this paper with mysterious calligraphy. Roll 7 dice Difficulty 6, dice penalties do not apply.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 3 Rounds. Any beings with 6 Mind or less within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
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.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 20 feet. and lasting for 5 minutes. The area inside your zone is affected in the following ways: