By applying the mystical ink used by the artifact, Logan is able to imbue the abilities of whatever is tattooed onto his client. Unlike the process of a regular tattoo, this takes far longer and is rather painless for the entire duration, and once inked onto the skin the tattoo appears to be living and breathing.
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 augmentations you provide are not outwardly visible nor obvious.
Your alteration "heals" over the course of the next month, after which it is fully cured.
By extensive study into genetics, you have managed to make your genetics far more flexible allowing you to transform your body a variety of purposes how it looks like depends on the transformation but it's all biological.
Exert your Mind and 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 Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
The user places the data manipulator down facing the target and opens a holographic console. For the duration of the revision, a faint blue beam shoots out from the manipulator to the target.
If reality is a computer, than the people are the executables. They can be rewritten, improved, and recompiled. The risks of a mistake are huge, but think of the potential...
Exert your Mind and spend 30 minutes. 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 a living target, destroy a mechanical target. 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 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.
The façade of the face opens up revealing a monstrous construction made of technology. Electric tendrils exit the face and start operating. This feels uncomfortable for the person being operated on.
“I don’t like it but I have to do what I have to do.”
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 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Berndts face opens up, revealing a robotic interface underneath his skin. mechanical tendrils exit his face and start the augment process. Seeing this gives people the supernatural feeling that something is obviously wrong with this..
The user infuses the Quill with void essence and carves into either the body or soul of the target. If the users carves into the body, the target will suffer extreme pain as their flesh is carved and replacements are formed using a swarm of voidlings that settle into the desired form. If the user carves into the soul, void essence will rewrite the functionality and form of the target causing abnormal changes only when the target wishes to use their new found power. Whilst carving sounds like a permanent change, both forms are fairly reversible given enough time and effort.
Spend 30 minutes. Select a Living or Animate 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 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.
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'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.
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 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.