Preston withdraws a mirror, wiggles his fingers, and speaks a rhyme beginning with "mirror mirror." The surface of the mirror shimmers and shifts, showing what lies beyond. However, too much usage of the mirror can lead to narcissism and paranoia.
Exert your Mind and spend an Action. Select a target Location within 500 feet. You must actively and obviously use a mirror to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You may perceive things as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
Others near you may choose to observe what you are perceiving by the images appearing in the mirror.
The user inserts enhancers and other improvements on the target
Exert your Mind (unless not in combat and inside Gene's clinic) 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 injure the patient. 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:
By transplanting a body part from an Alien being, you can grant an intrinsic Effect from that part to the subject. Its power level should be limited to one Gift Point or less.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see surgery and operation.
Possession of this Power grants the following Battle Scar: self-trials.
You gain the following benefits at all times. You must actively and obviously be using Surgical Equipment to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
When used, the affected area starts bleeding rapidly, where every layer of blood that comes out, it dries super fast then builds up a new layer of healed flesh under it till the injury has been fully transferred. If it's an internal effect, blood will either come out of another orifice closest to the injury or a black goop. If it's a mental effect, it will fill the eyes before draining via tears.
This is one of the few experiments that got the intended effect; after a long time of trying to find a way to heal significant damage, we figured out a way. However, the injuries, for at least what we have seen, are a fundamental part of reality. So instead of just healing it, it has to be transferred. This is still beneficial as we have figured out also to do it wirelessly via some quantum physics shenanigans my workers have done. I don't really care. I'm just happy it works.
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
As Arden throws his cards, with either flair or straight forward, it always seems to fly straight. As it strikes an object, metal or rock, the card seems to slice through and gets stuck. Upon inspection, the card seems to be normal and flimsy, just like a normal playing card.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
Possession of this Power grants the following Trauma at all times: Delusions of Invincibility.
You also gain the following effects:
You become an unnatural and demonic forest beast. A creature not meant to live in this world, suited and adapted to it's hunting grounds.
Wick gained this form when he sought out a demonic creature within the woods, he made a deal- give his flesh in return for power. This body is his gateway into the deeper occult, marking him eternally and irreversibly.
You gain the following benefits at all times.
You are permanently and visibly transformed: Your skin turns stark white and your head is replaced by an empty-eyed deer skull. Your feet are now hooved and antlers reside on your head. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to Hiding. You receive +3 dice on non-attack rolls related to Hiding.
While in Thick forestry, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
You may make a +2 Weapon Damage Sharpened Teeth attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Paranoia.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the targetโs Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.