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:
Dorris is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Oleg has applied his deep understanding of physiology and source magic to develop the Enhanced Synapses power. By creating a tailored mutagen and custom reagents, Oleg forces his brain to undergo targeted evolution, accelerating his cognitive functions. This power sharpens his ability to process vast amounts of information at incredible speeds, allowing him to analyze, synthesize, and understand complex concepts far faster than a normal human. Currently, his focus is on information processing, but as the evolution progresses, he expects significant improvements in memory retention, deductive reasoning, and other critical cognitive abilities. This is the crown jewel of his nervous system modifications—an augmentation that not only enhances his mind but sets the stage for further intellectual advancements.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
In an instant, Michael can pick up discrepancies between even the smallest of sounds and frequencies. Sound is just a whole lotta waves and signals, and he's on the same wavelength.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.
Luciole has plenty of experience being around a mob of people who could reach out towards her at any time. For better or worse her first instinct is to shrink away - it's a slight to those who try, but she's better safe than sorry. Such is the life of one who walks on thin ice trying not to hurt the Order's pride...
She'd much rather not be seen at all, but this will have to do.
On touch:
I hug my plushies all the time. That's enough! If it was anyone else, I wouldn't know what to do. Holding hands is already a very big thing - are they going to come after me for that? Touch between people is a very intimate thing - it's just not right if it's not between people who share blood or... what's it called... a "matrimonial bond". Y'know, I don't think I'll ever get married - it just seems like a big hassle, and for what? If you really loved someone you wouldn't need a grand gesture to show it. I love my stuffed animals. At least they like me back. They've stayed.
On mobs:
It happens all the time - so many people who stare down at me (it's not that hard, I'm not very tall) and threaten to take things away and whatnot... it's honestly gotten dull at this point, but it doesn't make them any less- well, interesting. I say interesting, but those in the field know what "interesting" really entails - if we've got actual thoughts on an artwork, one word could never express it all. What if I said it was thrilling? It sends shivers through my heart and it's buzzing like a dozen bugs have started to electrify it, I feel so alive that I can't stand still, my mind splits and rejoins and I can't tell which one is myself (but we are all Luciole, it's clear by now).
On the Order:
That was my Family! Probably still is, I can't just erase the fact with a few words and thoughts. It's not on me to decide because I haven't reached that prestige yet. They watch over me. In return I must watch over those I love. I love everyone so I must watch them all. Do I want to have the choice? (How much do I want?) Well...
On tinnitus:
I never chose this. I never wanted to be this way. My body wasn't meant for this. Yet here I am pushing it to its limits and I can hardly breathe anymore. They're everywhere. They're watching. They can get me anytime, I can't calm myself and let my guard down now. They're speaking. So many of them. I can't hear much else so I'm listening. I'm happy. I'm fine. This is so normal. My heart is beating out of its chest and everything is too much, too exhausting, but I have to keep going if I want to help them so they'd let me stay-
You gain the following benefits at all times.
Your Dexterity rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: Tinnitus.
You also gain the following effects:
At one time, Amaryllis's arms were normal, unscarred, and white as a dove. She would wrestle with her brothers, surrounded by soft and fluffy couches, plug protected outlets, and edge protected tables. They were safe, mostly, until one gave another a shallow scratch with their fingernail. From even a single scrape, the children would ruin rugs and throw pillows as the Fleischer Family Curse took its toll, forcing them to make a sizable plasma donation to the house. They all knew the risks, of course, they had the band-aids and medical bandages on hand to stop the bleeding. They continued their roughhousing beyond earshot of their parents...
Amaryllis's mother, Dahlia, knew the truth of their family's curse. She understood that time was running short as Sorin had already passed away years before. She and her husband studied the occult, making a fortune by reading futures, holding seances, and investigating hauntings. The greatest ritual they ever developed was one to break their curse. She knew Amaryllis, the first-born, would need to be saved first, as soon as possible, before she followed Death to meet her husband.
Something was not right, Amaryllis had passed out early in the bloodletting phase of the ritual. She struggled against her bindings and exasperated the new cuts on her wrists. The long gashes and otherworldly lettering on her arms wept until they went blue. Dahlia completed the runes and smeared a circle in blood around her daughter before realizing that the ritual was faulty. She then realized that her baby girl was on Death's door. She rushed Amaryllis to the hospital in heavy bandages, but her body would refuse to close her wounds. Dahlia would die a year later, consumed by the knowledge that the ritual failed.
She was wrong.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
While Incapacitated, you may Exert your Mind to take a single action.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
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 Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
The pyro points a laser pointer towards a target, and a cat-sized-and-shaped fire springs into life, very clearly attracted to the laser. This flame cat can also be shaped from existing fires. While the pointer is active it remains in the shape of a cat, pouncing towards the little red dot. When the laser pointer is not active, the flames return to normal.
Thank you to the original creator of this Gift, Frakcherd https://www.thecontractrpg.com/profile/view/603/
Exert your Mind and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). You must actively and obviously use a laser pointer to activate this Effect.
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. Extinguishing a fire does not cost Exertion. 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 target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
You may spend a Free Action on your initiative move a fire as large as a fire in a residential fireplace that is within 20 feet to another location within 20 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a fire in a residential fireplace cannot cross.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.