Glowing symbols form over the target with the location and colour determined by the type of augment (zippy would be on the legs, maws and claws would be on the arms and other unarmed weapon locations). the symbols settle on the target then vanish, whenever the augment is used symbols glow on the area (not enough to produce light that will illuminate outside the target),
.if the augments "Implanted tool" or "Pouch" are used they take the form of magical symbols e.g. implanted tool (clock) could be a symbol you activate to see a digital clock in your field of vision while Pouch could be a location on your body that when activated would let you reach into your self and pull out items you have stored (same mechanics as normal).
Exert your Mind and spend 30 minutes to activate. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you due to inexperience when you roll a 1 you take a severity 4 injury as the magic lashes at you. 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.
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
Possession of this Power grants the following Trauma at all times: Nightmares (due to the magic not settling properly and interfering with the subconscious mind).
They will focus on a part of their body, and begin to manipulate it with their hands, exposing flesh, nerves, and bone to the outside world, in a attempt to simulate what the human body is like
Exert your Mind 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:
You may end this Effect prematurely as a Free Action.
Evolution is funny, when transcending humanity with evolution shackled by an ancient curse one has to remember that you don't get many chances at getting it right. Unless you're Lucas. Wrestling with his genetics and his curse simultaneously seems to have produced an odd clash, and it manifests in the deliberate vitae control he has developed in order to create horrifying but effective mutations for almost any given situation. Each taking the form of bulbous red and black distended appendages or alterations to his form, making his already unfortunate countenance far worse.
Exert your Mind and 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:
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see As his body erupts in spews of pus, blood, and viscera while he screams in feral agony.
When using this power Ajax must first connect deeply with the world around him and draw upon his own divine essence. Through his senses, he reaches for the subtle threads of life that weave through the world. His hands begin to glow faintly, the green light becoming more intense as the energy gathers at his fingertips. As his fingertips graze over the injuries they are suddenly met with the soft petals of blooming flowers and moist moss as plants erupt from the wounds.
This power was not meant to heal mortals and as such has disturbing effects on the average person. The overflow of sudden vitality causes the wound to flood with blood and make disturbing squelching sounds as the plants greedily drink it up. If the plants are exposed to extreme temperatures they will shrivel and die causing the injury to relapse. After a month of proper care they fall off on their own, similar to a scab.
Ajax's journey to the mortal plane was in search of Nature's Salvation and while he envisioned himself as the solution it seems he isn't yet ready to cure his Mother's illness. Drawing upon the restorative powers of his divine essence he discovered that the root of the problem wasn't within his ability to heal. His power is able to fix the broken bodies of mortals with ease but has not provided his Mother solace from the pain she suffers as he had hoped. Even though he can't heal the overarching sickness affecting Mother Nature, it offers a moment of peace, healing those in need and providing a glimpse of Nature’s resilience and power to survive.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Perception + Occult at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to avoid being exposed to extreme temperatures for the next month. If they violate this rule, your treatment is immediately reversed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the patients skin wriggles and writhes before plants burst through the wound as blood pours out. Horrific squelching sounds will come from the wounds as the plants drink the blood.
Consumption shall bring enhancements.
Exert your Mind and spend eight hours. You may only 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.
You may end this Effect prematurely as a Free Action.
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:
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.
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.