....
Spend 30 minutes. 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 Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
3....2....1.... When the monster is finally down, you can see one man walking up to it... "Be careful, we aren't sure if it's fully down." "Don't worry, I'll make sure it's down." The man's shadow is now behind the monster and you can see his hands along the shadow, tearing and gashing into the monster, ripping out whatever was the cause for his powers. You can hear a slight slurp noise and can see a little foam coming out of his mouth as he is now eating the monster.
Exert your Mind and spend 30 minutes. You may only target yourself. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. 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:
By transplanting a body part from another creature, you can grant a Powers intrinsic to that body part to the subject.
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 Literally Eating the Body Parts of a Monster.
Wild hearts Body is completely composed of Bronze gears and intricate clockwork. the head of the automaton has been modified to resemble a humanoid version of a hyena laughing. a soft green glow comes from inside the gaps of his body. his lower stomach has a Browning M1919 Machine Gun like weapon installed in it that can be deployed.
You gain the following benefits at all times.
You are permanently and visibly transformed: Clockwork robot. You are considered to be a Sapient, Non-Living Computer when targeted. Your Dexterity is increased by 1.
Your Injuries no longer degrade with time.
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
You may make a +2 Weapon Damage Assault rifle attack without additional equipment.
The user goes into a kit that has many cybernetic tools and parts to be used and installed onto a user.
Expend a point of Battery 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:
The N.A.P.S are a breakthrough in human bioengineering. N.A.P.S, which stands for Neural Activity Pattern Shapers, have the ability to shape the neural patterns of brains to bring skills and abilities into someone who otherwise wouldn't have them. It takes eight hours, but it can impart many skills. Lifting heavy objects, resistance to environments, a toughened body, and more. The only issues with the N.A.P.S are small in number, but terrifying in quality. It takes eight hours for the N.A.P.S to be properly applied as the user will be put into a sleeplike state, dreaming the memories of the person who originally had those skills (they had to have come from somewhere, right?). The other issue is that N.A.P.S, in themselves, are a traumatizing device. For one, the device needs to make a pathway to the brain. The best pathway that can be made is through the eye. The method? Two needles must be inserted directly into one of the user's two eyes and must be kept open for eight hours. The other problem is that skills may not be the only thing imparted onto the user of the N.A.P.S. They can carry fears, mental issues, traumas. Though it may have its problems, N.A.P.S will be one of the greatest ways to bring humanity to the next step of society.
Use up this handgun-like device , Exert your Mind, and spend eight hours to activate. 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.
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.
Spend 30 minutes. 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:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you're doing surgery on yourself.
This Gift's Cost is capped at 2 and cannot be increased further.
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.