During the time of establishing an augmentation, the target's body cycles through minor animal features that fit what the augmentation is about. Features of different animals fade into place and then out, until none show at all at the end but the concept of them is firmly established in their mind. Examples include claws, talons, teeth, beaks, etc for Maws and Claws; scales, toughened skin, thick hide, etc for Armor; and digitigrade legs, paws, hooves, etc for Zippy.
Sometimes the augmentation ends up a bit more than the animal features may suggest, such as with Adaptation augmentations. Key being that even though gills may be a physical representation of breathing in the target environment, the Adaptation may extend to not needing to breathe if the target environment contains toxic gasses. Perhaps they take in oxygen through the skin as a jellyfish does underwater, but in the air.
Using the same concept of resonance fields as the Morphic Resonance gift, I tap into the target's potential animal traits by connecting to different animals and cycling through them until the target's best affinity for the intended augmentation is found. Once found, the appropriate traits of that animal recede into their mind and stay there for as long as I can manage it. The field itself then takes that mental imprint and maintains a stable effect on the target.
Exert your Mind and 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 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.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Cleaning implement in hand, Birch moves their tool as if cleaning their target. As they do so, the physical wound does not close up immediately, but the target's perspective shifts. As Birch “cleans” the negative energy out of the wound, target’s pain fades, bleeding and further injury halts to a stop. The wound is healed, but the physical mark in the body will take longer to close up.
Roll Perception + Cleaning secondary
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use cleaning implement (e.g. mop, duster, etc.) to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Perception + 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.
Nico has unlocked the ability to speak with all sapient creatures! An important ability for an up and coming prince of the fey, and especially useful for understanding every human language.
You gain the following benefits at all times.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.
Possession of this Power grants the following Battle Scar: Feywild Whispers.
Carver has been through a lot. Their mind has learned how to roll with the punches.
Carver's mind has been forced to adapt to the incredible amounts of stress that Carver operates under. It is well practiced at self regulation, and at this point is able to shrug off most unwelcome alien influences.
Carver's mind is their own, and no one will take that from them.
You gain the following benefits at all times.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
N/A
This Effect activates whenever someone needs medical attention. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event.
Choose a specific type of medical related items which could fit inside a cargo container (up to 10,000 liters). It must be Non-Alien but can include rare materials (such as radium, gold, or drugs). Rare objects and their materials last no longer than 45 minutes.. You cannot create explosives. You cannot create firearms. The things you create can be bespoke and custom-made. This is limited to any object that can be constructed by an ordinary professional in the relevant trade or craft.
Roll Brawn + Alertness to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
Ion has an inner energy that keeps her body sustained. She doesn't need air, she doesn't need food. Her body is powered by the energy inside her.
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
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 Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.