Minerva's power over the world deepens to the point where even actions that aren't conscious thought can influence it deeply. A pique of anger gives way to a desire that something doesn't exist. The subject of her focus has a split second to truly believe it does in fact exist - should it fail to make that argument, it doesn't.
"To understand a thing is to know the manner by which it might be destroyed. A fundamental understanding of the basic building-blocks of the Universe is essential, then, to the total destruction of everything."
Exert your Mind and spend an Action. Select a target within arm's reach. You must actively and obviously use silver fox pendant to activate this Effect. Roll Charisma + Influence Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
You may opt to have this Effect spread to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.
Gunnar places his hand on the ground or walls and declares the area his domain. He lets the dragon's mind fuse with his own, their sight overlapping and tracking any sign of either living subjects under his rule or alien energies intruding on his territory.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Perception + Occult at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about the area:
You may only use this Effect once per day.
You cannot investigate the same area more than once per day.
One of the demon Alpha's blood arts. Salvaged from his body after he was slain by supernatural forces, and given to Vergil by Sister Mary Catherine. Though Vergil is loathe to use such dark power, he understands that such things are better put to use in his hands than in that of evil, and if a little blood could save someone's life his morals are not something he will allow to stand in the way. The art itself creates a blood-colored cross and grants incredible sword skill as well as the ability to generate "wind blades" and when enhanced with a vial's worth of human blood allows it to deal devastating damage as it draws out the latent energy within the blood. In addition if it strikes them, the energy seems to corrode the target from the inside out as it seeps into any orifice it can find. A horrifying display to be sure, but given it's source Vergil finds it hard to be surprised.
Spend an Action to activate. Select a target within 45 feet. You must use up A vial of blood in order to activate this Effect. Roll Dexterity + Melee 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 3. Armor is fully effective against this damage.
Injuries caused by this Effect do not heal naturally. They can be Stabilized, but will not reduce in Severity unless they are healed through an Effect or some sort of supernatural ability.
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.
This Gift's level is capped at 2 Gifts and cannot be increased further.
David calls out in his mind to the spirits of the realms of the dead to keep an eye on their family members for him. From within that other world, the dead find their family members in this one, and mark them with their memory.
In our world, David closes his eyes to focus for a moment, and a new sandlike tattoo appears, ingrained into the skin of his target—a tattoo that looks exactly like the ancestral spirit guarding over them.
This tattoo is very small, and often pops up in an inconspicuous place, like under the target’s pinky toe.
Exert your Mind and spend an Action. Select a target within arm's reach.
Your target is marked with small visage of their latest diseased family ancestor as a sandlike tattoo. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 3 marks active.
The supplicant performs a short prayer and requests the aid of the Goddess Nephthys and is able to speak to anyone any where. It is tiring to use this ability people would be wise to take their time.
Servant of Nephtys - You are bound to serve the cause of the Goddess, restoring temples, retrieving artifacts, & promoting her worship
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 Darkness/shadows.
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.
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.
Ava is quick with her hands and very meticulous. Those that she helps are extremely relieved to be in her hands and those watching are thoroughly impressed with her ability to treat humans being that she was taught medicine for other species.
Veterinary School.
Exert your Mind and spend 15 minutes to activate. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Animals at Difficulty 8.
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.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
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.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
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.
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 musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, 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 + Performance 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.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
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.