The one using this effect must open up the book and state the target and desired change they wish to make. The book's pages then begin to rapidly turn before finally stopping on a page, this page details how to correctly preform the desired procedure, The Steps to complete the procedure are gruesome requiring the user to user to perform a vivisection on the target utilizing their bare hands, After the target has been opened up, the user must then continue following the instructions to perform a necromantic ritual on the target, fusing and grafting the targets flesh with a tar like substance that completely consumes the subject. After a short period of time the Tar is absorbed into the subject, and they are made anew. If The target is an undead the procedure is much simpler to complete with the one using it, this is due to the decreased effort needed to complete the ritual
Exert your Mind (unless target is undead) and spend eight hours. Select a Living or Animate 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:
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 the target is violently pulled apart and is stitched back up..
The spirit that is made from this gift, has an almost purple hue to it and it will occasionally appear to be incredibly tormented as it thrashes against it's chains of undeath.
Exert your Mind and spend an Action. Select a Dead target within arm's reach that has died within the last month. You may select a target at any range if you use up A meaningful part of the affected corpse of the target.
Your target rises as an Animate being which is ghostlike and incorporeal, unable to physically interact with the real world, though they may pass through walls and make noise. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for one hour or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have all their Abilities set to 0. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the affected corpse begin to move erratically, as if trying to escape their own flesh, screaming and writhing as nerve endings reignite in a final bid for life. This climaxes in what seems to be the soul of the dead individual tearing itself free and joining the user of this gift's side.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
The users hand transforms into a mass of writhing flesh tendrils, enwrapping themselves around the targets arm and Shooting inside them.
Take a Severity-1 Injury and spend 1 Action. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see August's Hand transforms into a writhing mass of tentacles and wraps themselves around the targets limb.
The twisting walls of the fibreglass labyrinth bend back on themselves in impossible spirals. "How much attention do you really pay to your surroundings?", it asks. "Is this the hallway you just walked down, or was that one turn to your right?". But there is another way of seeing, and where the City traps some, it liberates others. The liminal space is just that; a transitory phase between origin and endpoint.
You've learned to appreciate the journey, not the destination.
With every bite of bone and skin,
Man's temple groaned and swelled again.
For who would slow the city's spread?
It keeps us warm.
It keeps us fed.
Exert your Mind (unless you are Sculpting) and spend an Action. Select a Location within arm's reach. This Effect cannot be used unless the environment is generic enough to be forgettable (hallways, hotel rools, office buildings, etc.). You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of man-made construction materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts indefinitely but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
When healing himself or others he will not only Force them to drink eatlest a whole bottle of Puschkin Vodka also treating them when on hand with a pickel
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must use up Vodka in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + Melee 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. Your patient is required to Needs to drink a Alcohol beverage eatlest 3 times a day for the next month. If they violate this rule, your treatment is immediately reversed.
Nathan analyzes the complexion, bone structure, face, and palm of his target, calculating their past, present and future based off these characteristics. During this process, he may even ask for the hour, day, month, and year of birth of his target for additional guidance.
Exert your Mind and spend a minute. Select a Sapient target or a Creature within arm's reach. At the end of your investigation, roll Intellect + Occult 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.
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. 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.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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:
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
The pyro points a laser pointer towards a target, and a cat-sized-and-shaped fire springs into life, very clearly attracted to the laser. This flame cat can also be shaped from existing fires. While the pointer is active it remains in the shape of a cat, pouncing towards the little red dot. When the laser pointer is not active, the flames return to normal.
Thank you to the original creator of this Gift, Frakcherd https://www.thecontractrpg.com/profile/view/603/
Exert your Mind and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). You must actively and obviously use a laser pointer to activate this Effect.
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
You may spend a Free Action on your initiative move a fire as large as a fire in a residential fireplace that is within 20 feet to another location within 20 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a fire in a residential fireplace cannot cross.