You wrap your arms around your target and the symbol of a barn owl glows green faintly on your back. You feel their injuries begin to heal as hope fills your mind. You could have saved her. You could have saved him. Yo u're a fa il u r . YOU CAN DO IT. YOU CAN SAVE THEM. HAVE HOPE.
While Norman is no longer filled with regret he is still suffering from a great sadness. This gift was created from Norman's desire to save everyone he can reach and comfort them with a warm hug. Even if they're hurt, everything will be okay. He'll be okay. He has internalized and processed his regrets and looks at the future with hope.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine 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.
Brioche feeds his target a nice medium-rare steak which is so packed with protein that their broken flesh and bones will re-knit back together.
Exert your Mind and spend ten minutes to activate. Select a Living target within arm's reach. You must use up a piece of freshly cooked meat in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal over the course of the next week.
Even though the augmented body parts remain almost identical after the procedure, when the subject is ready to use them the appearance of the limb will change showing the mutated form. After the subject finishes using them, the limb goes back to normal. To archive this effect the user of this gift must perform a small surgery on the desired limb he wants to modify.
This gift, born from the remnants of José Ramos legacy, is a marvel of modern science intertwined with the unpredictable beauty of biological mutation. This power, though divergent from José’s, allows the wielder to mold flesh and bone at will, sculpting the human form into a living testament of adaptability and evolution.
When the serum courses through the veins, it whispers secrets of potentiality, enabling the user to alter their physical form with precision and purpose. Claws can spring from fingertips, mobility can be enhanced to superhuman levels, and limbs can morph into versatile tools, each mutation a symphony of biological artistry. Once the need for transformation ends, the limb gracefully returns to its original form, leaving no trace of the extraordinary metamorphosis it underwent.
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:
The augmentations you provide are not outwardly visible nor obvious.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the surgery to give a mutation must be done without any anesthesia and it’s a really bloody and messy procedure.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The artifact faintly glows when it comes into contact with bare skin. It is either frigid or warm, but no one can tell.
The tip of the Rain Drop sprays out regular water until it forms a maximum 60 ft radius dome of falling rain. It’s just wet and unpleasant in general.
On the usage:
Contact with any skin works, so Delphyrion tends to hold it with a glove. At some point they were using it as a paperweight, only for it to activate when they tried to move it. Soaked documents were not fun to replace, but thank goodness there weren't any water-reactive chemicals exposed. Delphyrion also intended to use this artifact as a hand warmer or cooler during winters and summers respectively, but their indecisiveness led to the artifact being both warm and cool.
On the shape:
Delphyrion has no idea why this artifact is so unwieldy, nor why it resembles an ice cube. Its raindrop shape means it doesn't stand up properly most of the time, though thank goodness it doesn't roll off tables. They haven't tested the durability, but they'd rather not risk unleashing any magical leakage on the world yet.
On dihydrogen monoxide:
Portable water is always useful especially when traveling by plane, though at some point people have started to think that Delphyrion is carrying an extremely deadly poison called dihydrogen monoxide. Often they decide to play into this, though it has gotten them into trouble at the airport. Thankfully the officers always wear gloves when inspecting it, so they end up concluding that it's simply a big blob of glass and that Delphyrion is onto nothing. How dare people call them a charlatan!
On impracticality:
Normally people tend to choose more immediately useful gifts, perhaps for healing or damage. Delphyrion, upon being asked about what power they'd need, was thinking about the amount of times they'd wished it was raining outside. It isn't for work-related reasons; clear days are much better for outdoor experiments and camera exposure. In fact the extra moisture would mess up certain reactions instead. Basically, Delphyrion sometimes wants it to rain so they could sit by the window with a book and a warm beaker of tea to romanticize life. It is a little odd to do so in a lab, not to mention they haven't needed rain in their contracts so far.
However, everything Delphyrion does is inefficient anyway; what's one more inconvenience?
At least they are now saved from a long and grueling trip to the sink.
Expend a point of Battery and spend an Action. Select a Location within 60 feet of you. Choose a 3-D shape that will define the borders of your Effect.
You create a zone of rain in the chosen shape, originating at the chosen Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in the following ways:
A plasma burn slash
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Dexterity + Alertness 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.
If a Living target would suffer an Injury Severity 5 or greater from this Effect, they die.
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.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
Spend an Action to activate. Select a target within 20 feet. You must use up Cigarette in order to activate this Effect. Roll Perception + Investigation at Difficulty 6. The target] may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Smoky tendrils.
This Gift's Cost is capped at 2 and cannot be increased further.
You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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. 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.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift's Cost is capped at 2 and cannot be increased further.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine 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.