After experimenting with some of the new blood that she has collected from various creatures, she created a cocktail of blood plasma that enhanced her immune system's functions, allowing her to stave off mundane diseases.
You gain the following benefits at all times.
You get +0 dice to any Body resistance rolls you make. You also gain the following effects:
When Neil is targeted by an attack, a field of shadowy miasma flares around him, protecting him from harm.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Isaac will do his best to avoid stress, but now when he does face the pain no longer eats at his weak mortal flesh, the flesh has gone numb.
After his last job, he snagged some pages and got some glimpses of notes and documents to add to his research. With this knowledge, he crafted a serum of sorts, made from the ash, that he injected into himself with a needle he stole from work. Whatever it was made his body feel, nothing, or well almost nothing, it was a familiar feeling.
While having this power, some of his veins and arteries appear much darker than normal.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Megumin is a magical prodigy. She can think on her feet and put together magical algorithms that most can't even understand the basics of, and she knows it. She loves explosion magic and has pushed herself harder, higher, to reach levels of understanding previously unheard of.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
When Selma uses her art, the air feels heavier, as if the world itself pauses to watch. Wounds seal over with a quiet shimmer of sterile, silver-blue light — not like healing, but like editing. It’s not kindness that stops the bleeding; it’s control. Somewhere in the corner of the patient’s eye, Selma’s hand lingers a moment too long, as if memorizing exactly how to undo it.
Selma’s precision is not born of compassion, but of mastery. Every cut she binds, every heartbeat she saves, she does so on a leash she holds tightly in her palm. "Doctor’s Precision" is not a gift freely given — it is a loan, and she alone decides when the debt is called in. Her patients live at her mercy, each stabilization a quiet signature on an invisible contract: I let you walk away... for now.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
This item before him rouses his anger like no other. He snaps. All his volatile, welled-up anger bursts from the inside of the object, blasting it to pieces. It can't hurt him now. At least - not until it's repaired.
On the name:
A term that Zephyren has learned in his Engineering classes, which is just a really roundabout way of saying something has blown up when it wasn't supposed to. A lot of things aren't supposed to explode, but does it stop Zeph from trying anyway? Not really.
On destruction:
He's the burnt aftermath of a blaze. He's the ashen trail left behind - always to be abandoned, always to be harmed and tossed away. He has to change that. He can't just let people get away with this. He'll take their place just so they can't do it to him willy-nilly anymore.
On anger:
Zephyren is a ball of anger. From the beginning he's got an intense anger for the world that he's just been keeping at the back of his mind, shelved for later use. It's melting down in the archives, it's overheating in the engines. He was never meant to hold it back. Now it's just a source for more anguish from the things he destroys out of spite. He tells himself that he feels horrible about it, but in the long run, he thinks he's better off taking out his anger on lifeless items. Unfortunately, it seems that channeling his anger in any way still has consequences...
On expletives:
Something is stopping Zephyren from saying something truly unforgivable. This power does it for him. It screams and wallows over all the stupid decisions people have made, all the ways they could've solved all their problems if they weren't [insert slurs here]. He's heard other people say these things all the time back home, so why couldn't he? He knows why. He only hopes that social convention isn't the only thing that's holding him back.
Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within 20 feet no larger than a purse (5 liters). Roll Perception + Occult 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a firebird forcefully expanding from within and mutilating itself so it could escape the object.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie 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 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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.
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.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.