(Using this Effect requires a specific kind of item.)
- Subject to Playgroup Leader approval. Drawing an accessible object (such as one in a holster) counts as a Quick Action (-2 dice), and removing something from a backpack or luggage requires a Full Action.
- Unique Focus
(This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen. You must use / wear this item as intended to use this Power.)
- Once per Day
(You may only use this Effect once per day.)
(This Effect is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
- The condition must be significant. Subject to GM approval.
(When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar.)
(You must make a Trauma roll when you use this Effect.)
- Critical Failure
(Roll a single D10 when you activate this Effect. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a Major Battle Scar, or an effect counter to its purpose.)
- Double-Edged Sword
(You are affected by this Power to the same extent as your target.)
- Cannot be taken on Powers that provide buffs of any kind.
(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 penalties stack. If you activate this Effect or another Effect with Exhaustion, your penalty will continue to worsen.
(Activating this Effect requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
- You cannot use Armor to soak this damage.
(Using this Effect consumes some material good in addition to its other costs.)
(Activating this Effect requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Effect fails.)
- Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion.
If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
(Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
- This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.
(Instead of using this Power directly on a target, you must prepare it as a consumable material. Anyone who drinks or eats a full dose is fully affected by the Power and cannot make any resistance rolls. Prepared doses expire in 24 hours.)
- Preparing a Consumable dose takes one hour, but any number of doses may be prepared in that time.
Any activation-restricting Parameters must be at their default level (e.g. range), and few if any cast-restricting Drawbacks (e.g. long cast) can be taken.
This does not reduce Power activation costs, so if you prepare a dose before a Game, you will be Exerted as normal.
Any activation roll for this Power is made when the dose is consumed, not when it is prepared.
Minimum dose size is a thimble’s worth of fluid.
Any decisions about the Power’s behavior that you would normally make at cast time are made when the dose is prepared instead.
A prepared dose is a physical object that must be carried and may be lost, stolen, or given away.
Drawbacks around activating this Power (ritual, long cast time, etc) are restricted or apply to the dosing of the Power instead of its preparation.
If a partial dose is taken, the Power may be partially effective at GM’s discretion.