You call upon the Heavens and all 9 Circles of Hell, to bless upon this Heretic. A ritualistic circle is burned onto the skin of the chosen, and they now are compelled to serve the Sentinel
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 You call upon the Heavens and all 9 Circles of Hell, to bless upon this Heretic. A ritualistic circle is burned onto the skin of the chosen, and they now are compelled to serve the Sentinel..
This Gift's Cost is capped at 2 and cannot be increased further.
In addition to their benefits, your augments come with a penalty equivalent to a minor Battle Scar or Trauma. This penalty does not count as an additional Battle Scar or Trauma.
River smokes a joint and channels his desire for food to form a new organ in his sinuses for detecting food. Rotting / rancid meat does not count as meat.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: smoke a joint. You must use up a joint in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all food including fresh meat within 300 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
The means by which any food including fresh meat are hidden or disguised is made clear to you, as well as how to access them if they are secured. This includes objects secured via the Stash Effect.
Dr. Grayson has developed cybernetic devices to "upgrade" the human body. Given the time and tools she can add a special ability to a person.
Exert your Mind and spend eight hours to activate. Select a Living target within arm's reach. You cannot target yourself. 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 augmentations you provide are not outwardly visible nor obvious.
An incision here, a slice there and the organs are free to be enhanced. Using specialty knowledge coming from studying all manner of life, the first step to a better humanity is realised.
Exert your Mind and spend eight hours. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. 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 augmentations you provide are not outwardly visible nor obvious.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Works on subject while they are awake..
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 mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. 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:
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.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. 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 augmentations you provide are not outwardly visible nor obvious.