Maze summons a region of flowers, shrubs, and undergrowth around the region. In this zone a number of rabbits and hares with red scarfs lurk around and attack anyone that is foreign to the location with darts, traps, and all manner of mundane things in an effort to exhaust them.
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Maze's challenge has manifested in a simple game of navigating an area, embodying an explorer he wants players to get past the conditions present in the region and make it out safely. Although the true challenge is the rabbits in the region he makes tries their best to make it harder for people to navigate with out being bothered.
Exert your Mind and spend an Action. You may choose not to pay this Effect’s activation cost. When you activate this Effect, if it is active from a previous activation where you didn’t pay, that Effect ends. This Effect cannot be used unless Atlas is active. You must actively and obviously use Rangers Cloak to activate this Effect.
You create a hemispherical dome of forest undergrowth, shrubs, and flowers originating at your Location, with a radius of 200 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
You may end this Effect prematurely as a Free Action.
While looking directly at a target and wearing the crown Arthur speaks a command with a voice not his own. The command must begin with “I Command Thee” or else it has no effect. If the command is spoken correctly the jewels on the tarnished crown glow bright while the order is being carried out.
This crown is claimed to have once belonged to King Arthur. It is said that after his death Merlin the Wizard enchanted it to hold a part of the kings commanding presence inside of it. The voice which the user speaks the command with is King Arthur’s own voice recreated by magic.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Culture at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Logan skillfully removes the skin flesh and muscle from the targeted area of a willing target. When the removal is completed, Logan moves onto the upgrading step this involves purpose fitting a series of metal plates hydraulics and complicated mess of wires that have been attached to the subject's nervous system so as to provide no loss of functionality in the targeted area..
Exert your Mind and spend eight hours. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The user shoves a memory card in the camera as they take a picture of the area they plan on blowing up, and a very poorly edited explosion appears in that area, looking cropped and trimmed with a green screen effect. the explosion works as normal, this causes the memory card to burn up and fall out of the camera, no longer useful.
Funnily enough the green screen explosion doesn't make things burn though because it quite literally isn't even real.
Expend a point of Battery and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. You must use up memory card in order to activate this Effect. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Charisma + Influence at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
Damage spreads to targets beyond the edge of the initial radius, decreasing by 2 Damage for every 5 feet traveled. For the next 3 Rounds following the initial blast, this Effect will deal a new blast of damage to any targets remaining within range of the chosen Location. The damage decays by 2 each Round.
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 eyes on the tails on the back of the jacket open and weep blood that ignites once on the floor and takes the shape of the fox that then coalesces into the shape of a fox around the object emblazoning it with the creature. The creature is slightly warm to the touch, and it looks at people who get close with a perplexed gaze for a few seconds, before screaming with all the intensity of a woman being murdered.
Exert your Mind and spend an Action. Select a Location within 10 feet.
You place a ward, which is fixed to its initial location. You can perceive with all your senses through the ward as though you were standing at its location. This Artifact may have at most 1 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The presence of the Ward is obvious to anyone being watched by it, and it can be destroyed by mundane means.
You may destroy the Ward to activate one Investigate Individual, >Object, or Area Effect as though you were standing at its location.
Whenever something crosses into the observational range of the Ward, you and those you've allowed to tune in are alerted by fox scream.
You may only use this Effect once per day.
Jack reaches into an extradimensional space and takes what he needs from the target. A chill run's up the target's spine as they feel something touch them in the other dimension and grab ahold of them, clawing away whatever Jack is taking. Mental anguish increases. Limbs, and wounds get sucked into this space, then Jack puts it on his person.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. If a target does not consent to the transfer, you must roll Dex + Theivery at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Jack 231 reaches into an extradimensional space and takes what he needs from the target, and applies it to himself. The target feels Jack reaching inside them and messing around.
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
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.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture 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.
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 cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
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 activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.