Even before the Contracts, Mike could hear a worn CV axle before the boot was even torn (and at 100 yards, so he claims). Now that he is imbued, his senses have picked up to literal superhuman levels.
No Change for rework
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.
With the power of innovation and new technology, Clair can use that lovely mind of hers to "improve"... The bodies of others!
Exert your Mind and spend an Action. 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:
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Transhumanist.
In addition to their benefits, your augments come with a penalty equivalent to a minor Battle Scar or Trauma. This penalty does not count as an additional Battle Scar or Trauma.
Whenever Cinder is wounded, smoke pours out of the wound, the density of smoke matching the severity of the injury.
Similarly, whenever Cinder exhales, smoke follows. It magically disapates before it can build up to a harmful degree.
Sadly, her body is having trouble keeping up with the rapid changes, causing burns to hideously warp her skin.
Cinder's Lungs now host a magical flame that suffuses her body with enough warmth she'll never have to worry about the cold again.
(This also makes Cinder really good at hugs.)
You gain the following benefits at all times.
You are permanently and visibly transformed: smoking wounds and breath. You are considered to be a Sapient, Living being when targeted. Your Dexterity 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)
Possession of this Power grants the following Battle Scar: Disfigured.
At random, sporadic intervals, without either rhyme or reason, the gift user inevitably comes across yet more alternate versions of themselves from different, unknown timelines. Some of these alternate selves may be very similar to the gift user - they might wear similar clothes, and have similar mannerisms and beliefs - however some can instead be wildly different depending on the lives they have led, and the timelines they have came from. Likewise, their goals can differ too: even though most of the gift user's alternate selves are likely to be at least somewhat aligned with them, and thus willing to lend their assistance, there is also the rare chance for encountering alternate selves that are downright hostile, potentially even to a homicidal extent.
The actual process of an alternate self getting summoned through time often happens beyond the gift user's sight: in a different room, behind a corner, or somewhere else of that sort. Other times, the temporary guest's appearance may be noticed immediately, such as when they show up sitting in an unoccupied chair or standing right next to another person. No matter the level of conspicuousness, though, all of these summonings always have a single common element that remains unchanged - they begin with the trickling in of tiny grains of carmine sand. At first, there's barely any; then, the streams gradually grow, seemingly coming from nowhere; and, finally, with the rough shape of a person formed, the alternate self gets revealed while the sand is blown away into nothingness.
The weaponry of each alternate self that is summoned by this Effect is determined by the rules detailed in the Extended Description.
Each time an alternate self is summoned via this gift, a D20 is rolled to determine what class of weapons - if any - that alternate self comes equipped with.
Possible outcomes:
✦ 1 ⟶ Nothing
✦ 2 ⟶ Club
✦ 3 ⟶ Improvised Thrown Weapon
✦ 4 ⟶ Knife/Dagger
✦ 5 ⟶ Rope Dart
✦ 6 ⟶ Throwing Knife/Shuriken
✦ 7 ⟶ Rapier
✦ 8 ⟶ Throwing Axe/Javelin
✦ 9 ⟶ Handheld Stun Gun
✦ 10 ⇾ Bow
✦ 11 ⇾ Ranged Stun Gun
✦ 12 ⇾ Crossbow
✦ 13 ⇾ Small IED
✦ 14 ⇾ Handgun
✦ 15 ⇾ Grenade
✦ 16 ⇾ Shotgun
✦ 17 ⇾ Sword/Axe
✦ 18 ⇾ Rifle
✦ 19 ⇾ Greatsword/Giant Axe
✦ 20 ⇾ Heavy Sniper Rifle
This Effect activates whenever someone uses their Will to Survive. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you instead witness the appearance of an alternate self that is openly hostile to you, your allies and your goals. Unlike non-hostile alternate selves, hostile ones may refuse to follow any commands you give and cannot be ended prematurely at will.
Summon up to 3 Sapient alternate selves - but only a single one per activation of this Effect - at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Trauma at all times: Temporal Commitment.
You have mastered & perfected a self-taught semi-spiritual "Eight Ways" fighting technique that has been imbued to you in the way of sacred ink which you display head-to-toe.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
Possession of this Power grants the following Battle Scar: Full-body Sacred Ink: You are tattooed head to toe in sacred ink and writing; this is highly unusaul & recognizable--and sometimes socially complicating..
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur.
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must use up Communion Wafers in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Occult 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.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
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. Lasts until the end of their next Contract or 1 month for non-Contractors.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.