The blade of the scalpel gains an ethereal shimmer as it is activated: the nano-machines composing its tip surge into the subject and begin to painlessly (but violently) tear apart and viscerally replace the targeted system and area. It is gruesome and horrific to watch the drawn out thirty-minute transformation of sinew, flesh and bone be made into synthetic counterparts by way of microscopic factories made of biological matter.
…The aftermath is initially disorienting and nauseating - the unnatural feelings of synthetic augmentation can potentially traumatize those afflicted. It may take time and therapeutic assistance in order to overcome these issues.
The nano-machines within are given a command alongside the patient - if the patient breaks protocol, the machines revert the augmentation.
Exert your Mind and spend 30 minutes. Select a Living or Animate 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 Excess flesh (or material) is rapidly excised and cannibalized for mechanical alteratives. Waste not, want not..
Your a super-scout: you've figured out how to tell off of a brief exchange alone whether or not someone's got good intentions with what you've got to offer but... sometimes... sometimes you let things slip.
Exert your Mind and spend 2 Actions. Select a Sapient target within 20 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you instead, reveal said information about yourself as if it were a full success.. At the end of your investigation, roll Intellect + Investigation at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
You determine the effect of any active Alien energy detected, and you get an idea as to the sorts of ways that latent Alien energy may be channeled by the target.
You may only use this Effect once per day.
The spirit of Karl pours out from the book, his full frame standing tall he slams the hilt of his axe into the ground and echoes the words of his master with a booming voice. Compelling beasts who hear it into submitting.
Exert your Mind and spend a Free Action. Select a non-Sapient, Animate target within 20 feet.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8
Well performing medical aid, Cheslav gets a feel for the targets medical conditions and physical abilities.
If the target physically resists this insight it would also cancel the medical procedure being performed.
Spend 2 Actions. Select a Sapient target within arm's reach. This Effect cannot be used unless I am performing Serious medical aid on the target. At the end of your investigation, roll Intellect + Medicine at Difficulty 6. The target resists by rolling Body at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same target more than once per day.
The Werecat exerts it’s will upon nearby animals to force them to serve it, before relaying a command to them.
Exert your Mind and spend an Action to activate. Select a Creature within 20 feet.
For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Creatures which are the same species as your target will also be compelled to follow commands that you issue if they are within 20 feet when the command is given.
Your commands must be relatively simple and within the target’s intellectual grasp. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.
Eithan points his hand at a creature mimicking a firearm. An azure sphere of light streams forth from his finger into the target granting him possession.
Upon completing his first contract, a supernatural being reached out telepathically to Eithan and introduced themselves as the Soul King. The Soul King has chosen Eithan as one of their heirs and granted him a taste of their power to begin growing his own. Eithan's soul has evolved into a source of power. Sending a piece of his soul into other beings and returning willingly allows him to build and fortify his soul power further. If not evicted, he can even restore his spent soul power.
Exert your Mind and spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious, in its same location. You may perceive through your original body's senses, at a -2 penalty to all Actions while doing so. If your original body is touched, you get a Perception check to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You are able to engage in combat or take other risky actions without being forced out of the host’s body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
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 cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
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.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.