Using her fingers, Luciole traces along the target's form in the air. Then, she adds her own... creative adjustments to them. She imagines how she'd erase an eye or a limb, how she'd redraw their features to make them just that bit more uncanny. Her hands move accordingly, and she thinks she's making a masterpiece. The world is her canvas, and you are her latest painting.
On painting:
It's therapeutic! It's calming! Art can be so many things at once yet nothing at all. It's what you make of it. It's what I say it is. You are what I say you are. You're such a perfect little piece of art... but my prof would always say, "Kill your darlings. 'Ruin' your art and learn to let go."
On technique:
Luciole can never forget the contours. She can never forget the contours of everyone she's ever loved, and that's... E V E R Y O N E . It's only natural that it's the first thing she traces of you, and it's the first thing she'll try to sabotage. She has an image of you in her mind that she traces and cuts at, chipping you away like her painstaking sculpture.
On abstract art:
She likes unsettling things - was it not clear before? It's not that she dreams of repainting real humans on the daily, but the thought has crossed her mind before. Now she's free to reinterpret bodies as she pleases - no more bullshit about anatomy and drawing style, this is just real life with a cherry on top.
On the horrible things she could do:
Are you curious enough to peek this far? Well, here's a little secret. Luciole isn't perfect at drawing. No one can be, especially not in three seconds.
Chances are,
- You've been disfigured because she tried to redraw your face and failed miserably. Why is your eye where your mouth is supposed to be?
- You're getting chronic ankle instability because she redrew your legs too thin to support the rest of you.
- You're getting missing fingers because she can't draw fingers.
- You're getting tongueless because she erased it and forgot to put it back.
- You're getting wheezing because she's drawn your neck too thin and there's no space for your airways.
- You're missing a limb because she erased it thinking you wouldn't need it.
- You've got a traumatic brain injury because she sneezed and accidentally drew a dent in your head.
- You've got narcolepsy because she drew Z's over your head.
- You've been skinned because she erased your outer layer. She's a media artist, she draws with multiple layers.
Spend an Action. Select a Living target within 45 feet. Roll Dexterity + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The user will place a finger, palm, or any other part of their hand onto any Non-Alien door, container, knot, or lock and it will immediately open or at least unlock. During the use of this gift, The users hand becomes barrage of colors as if they had just finished a color run!
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach.
You may lock, unlock, and/or open your target.
Applying the first principles of umbral theory, Cássio has created an istrument by by which he may exact his revenge. With a flourish, the focus card is drawn from his sleeve, upon which it begins to burn with shadow. Cássio flicks it towards his target, and a wave of pitch-black shadowstuff cuts through the air, ready to rend the flesh of whatever poor fool crossed him. At the end of the attack, the card reappears in Cássio's hand.
Spend an Action. Select a target within 45 feet. You must actively and obviously use a tarot card (Three of Swords) to activate this Effect. Roll Charisma + Occult 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 4.
Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
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.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Vengeful: Whenever someone wrongs you in a major way, you must roll Self Control or seek retribution.
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 per Round, 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.
To others he simply looks at the eyes of a target and speaks his command, while holding his necklace.
This supernatural ability amplifies your already formidable skills in persuasion, making you an even more dangerous and effective force in any situation. Whether you're manipulating foes or leading allies, your words carry the weight of compulsion, ensuring that your influence is felt far and wide.
Dimitry is able to compel his mind and attack other people and make them do what he wants while channeling his opal necklace.
Exert your Mind and spend at least one Action. Select a Human target within 20 feet. You must actively and obviously use Opal necklace, helps dimitry channel his mind via to activate this Effect. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence 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. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
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.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Cassiopeia tears or destroys the symbol of Horkos drawn upon it, summoning the authority of the God of Oaths to watch over the participants. The target must place their finger on any symbol of Horkos to accept Horkos' presidence over the consequences of their actions.
On promises:
Cassiopeia has been tricked many times in this life, and while her own stupidity could be brought into the argument, at the end of the day she was not the one to break her promises or take more than what she bargained for. If only the world respected vows as much as she did. Hoping never worked, though, has it? How unfortunate. How pitiful. She'll change this soon enough. She hates liars.
On Horkos:
A lesser Greek god, but dangerous nonetheless. Cassiopeia doesn't understand why people find the need to regulate themselves under the notion that some greater being is watching them, but if that's what it takes for people to play fair, then so be it. She'll gladly play into the enforcement of all the words so carelessly strewn into the wind. Be careful what you wish for.
On the symbol:
Making all these magical symbols to represent different gods and powers have finally come in handy!
You must use up any item with the symbol of Horkos (designed by Cassiopeia) in order to activate this Effect.
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 Exert your Mind and all participants must place a finger upon a symbol of Horkos (designed by Cassiopeia) 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 place a finger upon a symbol of Horkos (designed by Cassiopeia).
Possession of this Power grants the following Trauma at all times: Iron Grip: Vows are everything to you. Whenever you find out someone has broken a promise to you, roll Self-Control to avoid lashing out at them or taking out your anger on nearby objects.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. 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 1 mark active.
You receive +2 dice to any rolls made against a marked target.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.