A magical spell circle surrounds the user as reality tears apart momentarily, overwhelming the user's mind for a moment, before magical aura comes and implants itself in the target's mind, to which then pieces of artwork superimposes onto them as they are given a specific, non obvious bodily augmentation. It can also attach other more alien things onto itself.
Exert your Mind and spend an Action. 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. If you fail or Botch, you receive one Mind Damage and a new Trauma. 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.
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 Reality tears and shatters around the user and the book, revealing eldritch horrors to the target and all those around them.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The user of this gift will hold their hand out to a spirit under their control and their shadow will pass this mark onto the spirit in a seemingly painful display for the spirit as it screams in what could be equated to agony.
Spend an Action. Select a target within arm's reach. This Effect cannot be used unless on a spirit under the user's control.
Your target is marked with a purple hued mark in a circular shape that seems to wriggle ever so slightly until it is removed or until you choose to end the Effect. Your mark can be discovered if the target is inspected visually. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. You can have up to 3 marks active.
You may activate another Effect through your Mark as though you were standing at its location. This destroys the Mark.
This Gift's Cost is capped at 2 and cannot be increased further.
The gifted Lantern from the Yellow King lights up the paths and habits of where creatures and humans have walked and died, projecting a hologram for its user from its light
Exert your Mind and spend a minute to activate. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
Red lightning, surrounded by black sparks comes out of her hand, causing her extreme power, making her feel powerful
Spend an Action. Select a Living target within arm's reach. Roll Intellect + Occult Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
If the target receives an Injury, they are knocked back 5 * Severity feet.
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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
(Rolls Charisma + Housekeeping)
Using her presence of will, Charolette claps her hands and places them onto an object. Her cat bell jingle-jangles, as the pieces glow violet and piece themselves together, filling in gaps with phantom light where no material remained, until the light clears and the object is repaired.
Spend 10 Rounds. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. This Effect cannot be used unless your total stress penalty is not above 2. You must actively and obviously use cat bell to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Charisma + Influence at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
The target's head must be mostly intact and facing upwards. Seraph sits on her knees and uses a blade to slit her right wrist and pour the blood into the mouth of the target. The skull of a goat sprouts from her head as she chants in tongues. At the end of this ritual, the targeted injury rapidly heals over a few seconds.
This gift's source is a magenta cross tattoo on Seraph's right arm. When this gift is activated, the tattoo glows with energy.
Take a Severity-1 Injury and spend 1 minute. Select a Living or Dead target within arm's reach. You cannot target yourself. This Effect cannot be used unless the target is dead. 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see (In description).
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 mad scientist produces thorium cores that can be used to upgrade tools and other devices. The core supercharges the item, increasing its quality and rendering it indestructible for a period. However, once the core runs dry, the object is rendered less useful than it was before. The core crackles with blue electricity while active.
Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.
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 cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The Future Soldier learned to create foam grenades in their own time period, and they still can, kinda. They look like glowing orange capsules with a rugged rubberized grip. When thrown, they burst into a splash of expanding neon orange foam. The foam hardens in seconds, severely hampering the movement of anyone unlucky enough to have been splashed. Those affected may use their hands or weapons to hack away at the foam and free themselves.
Occasionally, the fuses on these bootleg grenades fails, and they go off immediately.
Spend an Action and use up this small metallic grenade with pin (unless you succeed on 1d10, Difficulty 7). Make a thrown Attack at a Location within normal Attack range. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you are hit as it activates immediately at your present location. The target may roll to dodge or Defend, as normal for thrown Attacks. The Attack itself does not deal any Damage beyond the Effect.
If you succeed, all affected targets will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but are reduced to ¼ of their movement speed.
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 original Contested Outcome. Damage from multiple attacks is cumulative and stacks linearly.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.