It's quick, and it's clean, and it's pure. Gideon's perfected the extraction of energy and the melding of it into other creatures. With this, the physical abilities of the creatures of the world can now be grafted into you without a single hint of rejection. Though it does lead to some spiritual compromises as it's undeniable that once done your soul isn't entirely human anymore.
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:
By transplanting a body part from another creature, you can grant a Powers intrinsic to that body part to the subject.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The screaming soul of the creature is injected into you and your flesh bulges and distends until settling down as it tries to fight it's way out of your body.
Harold’s Enhanced Perception interprets every scent and sight as though it were a silent “speech act” embedded in the world around him. Just as Speech Act Theory suggests that language conveys intent and action, Harold’s senses allow him to detect unspoken messages within scents and traces left by touch, movement, or presence. Each scent or invisible detail, like a fingerprint, becomes a form of communication—a kind of sensory language revealing clues about who or what was present, and what actions took place.
Through his heightened sense of smell, Harold treats scents as unique “signatures” left by individuals or objects, each telling its own story. To him, a scent is a lingering “utterance” of someone’s presence, as if their movements and actions left traces in the air. By differentiating between scents with precision, he can read this invisible narrative and connect it to people, places, and events he’s encountered before.
Harold’s vision allows him to see normally invisible details—fingerprints, bacteria, residual marks—as the “evidence” of actions, each trace a physical “speech act” left behind. Just as words convey hidden intentions, these traces serve as residual expressions of past interactions. When Harold views these otherwise invisible elements, it’s as if he’s reading silent statements from the world itself, each detail contributing to a deeper understanding of what has transpired.
In this way, Harold’s Enhanced Perception transforms sensory information into a conversation with his surroundings, where every trace, scent, and hidden detail is a part of a larger dialogue that only he can perceive. His mastery of Speech Act Theory enables him to interpret these sensory “statements” and unravel the story beneath the surface, making him an expert at uncovering truths in silence.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.
....
You gain the following benefits at all times.
You are permanently and visibly transformed: Winter Wolf. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You no longer age naturally, and supernatural attempts to age you fail.
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.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
Hago una seña con la mano y un rafaga que corta sale y hiere a mi enemigo
Exert your Mind and spend an Action. Select a Living target within 50 feet. Roll Brawn + Athletics Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Becomes taller and a bit more, Neanderthal like appearance blunt striking feature. Appears intellectually challenged.
You gain the following benefits at all times.
You are permanently and visibly transformed: 7' Burley Less Homosapian more reverted from normal human. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 2.
The beauty of innocence was a complete deception... The pale, beautiful, smooth skin that once drew every onlooker in wonder and awe, has transformed into a dull, mottled grey that is rough and coarse to the touch. Where there was flowing, white strands of silky hair, there now are thick, sinewy ropes of seaweed that cling to the neck and body of the creature. The seaweed seemingly has gained sentience as it writhes and flails about in order to capture and efficiently immobilize its prey.
Exert your Mind and spend an Action. You must use up 16oz of water. in order to activate this Effect.
You transform into Kelpie until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.