Immortality is all well and good, but if you can be killed, then you'll never see the future. This will allow you to take harder hits than before, delaying the moment of your true death. Be warned however, you still have vulnerability to bladed weapons.
You gain the following benefits at all times.
You have 4, which reduces incoming damage from all sources of physical attack except swords and axes. 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, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
The pyro points a laser pointer towards a target, and a can's worth of beans-sized-and-shaped fire springs into life, very clearly attracted to the laser. The beans can be also shaped from existing flames. While the pointer is active it remains in the shape of the hoard of bouncing beans, flying 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.
As this choosen warrior holds weapons their deminor changes to Crew's battle hardened expresion. Iktan's arms as now adorend with Ek Chuah (mayan god of warriors) tatoos.
After using Crew's weapon with his permision for so long, the gods have blessed Iktan with ability to honor the warrior's weapon
You gain the following benefits as long as you are engaged in combat with Spear of Leonidas.
+2 dice to all rolls with Spear of Leonidas. You may Defend against firearm attacks from any range using Spear of Leonidas.
You also gain the following effects:
With his knowledge of Engineering, and being a handyman for a couple months now at this point of life and the constant use of his knowledge has allowed him to transcend to a new frontier of repairing. Seeing the schematics in his mind and forming in front of him as he see's how to repair it easy peasy with seemingly any tool handed to him. From Wrenches, Pliers, Hammers, or Screwdrivers, anything a handyman use's can use now.
Spend 10 minutes. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. You must actively and obviously use Any tool a Handyman would use to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Intellect + Crafts at Difficulty 6.
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.
Resting a body inside a Cocoon, the Alien slowly transmutes the biology of the subject; changing the genealogy of said subject for the purposes of adaptation to a basic function, or genetic capability. While this effect seems simple, it is nothing but; the person in question is subjected to a forceful moment of drowsiness before being sat in a fetal position.
Thus begins the process: a cocoon is formed using the salivary regurgitation of the Xenomorph, creating a thick leathery cradle for the body to be placed in. The Cradle is then filled with Amniotic fluid provided by the Xeno-Mother, to which the Person inside will be drowned by soon. To ensure their survival, the Xeno-Mother injects their breathing apparatus, whatever that may, be with a fleshy umbilical that which is attached to the Cradle's respiratory organ.
This process may shock the subject into a state of fear and confusion, leading them to harm the process, so to ensure they won't interfere with the progress, the Cradle's biological appendages wrap around the limbs of the body and seal themselves. Injecting them with a numbing effect of which makes movements slow and constricting: You are awake, you can move, it's dark, wet, hot, you're barely being kept alive by the pumped hot air in your body. All you can hear is the muffled sounds of a monster lurking just outside your shell. You can break out... But will you?
On the outside, it looks like the most horrible state of body horror, that ends with the cocoon bursting with amniotic fluid, being set anew; like a reborn child.
Exert your Mind and spend 30 minutes. 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:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Body Horror and restrictive invasive biology.
Your alteration "heals" over the course of the next month, after which it is fully cured.
He can almost instantly bond with people he meets. He can say the right thing at the right time, switching his mannerisms on the fly.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Phobia of being alone (especially in a quiet place).
You also gain the following effects:
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the 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.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You cannot alter the appearance of your flesh and blood.