when activated on someone they are infused into them slowly trough a tea ritual
Exert your Mind, spend eight hours, and use up this tea resin. 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.
You may end this Effect prematurely as a Free Action.
It's quick, and it's clean, and it's pure. Gideon's perfected the extraction of energy and the melding of it into other creatures. With this, the physical abilities of the creatures of the world can now be grafted into you without a single hint of rejection. Though it does lead to some spiritual compromises as it's undeniable that once done your soul isn't entirely human anymore.
Exert your Mind and spend eight hours. 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:
By transplanting a body part from another creature, you can grant a Powers intrinsic to that body part to the subject.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The screaming soul of the creature is injected into you and your flesh bulges and distends until settling down as it tries to fight it's way out of your body.
....
Spend 30 minutes. Select a Living target within arm's reach. You cannot 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.
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Glowing symbols form over the target with the location and colour determined by the type of augment (zippy would be on the legs, maws and claws would be on the arms and other unarmed weapon locations). the symbols settle on the target then vanish, whenever the augment is used symbols glow on the area (very slight glow),
.if the augments "Implanted tool" or "Pouch" are used they take the form of magical symbols e.g. implanted tool (clock) could be a symbol you activate to see a digital clock in your field of vision while Pouch could be a location on your body that when activated would let you reach into your self and pull out items you have stored (same mechanics as normal).
.sometimes a sigil might not be visible during its use if it is counter-intuitive e.g. an augmentation for stealth would not glow, an augmentation that helps with persuading people also wouldn't be very obvious maybe a slight glow in the eyes.
Exert your Mind and spend 30 minutes to activate. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you due to inexperience when you roll a 1 you take a severity 4 injury as the magic lashes at you. Make a Trauma roll when you activate this Effect. 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.
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
Possession of this Power grants the following Trauma at all times: Nightmares (due to the magic not settling properly and interfering with the subconscious mind).
On activation, he summons a menu and swipes through it quickly to press an option of thousands of skill icons that he has access to. Once he makes a choice a new ability or skill pops up with floating text above his head to indicate its name.
Exert your Mind (unless Atlas is active) 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 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.
Taking ingredients provided to him, Bu fang can turn these raw jade, polish them, and refine them into culinary masterpieces. Upon which, being eaten, aside from tasting amazing, seems to imbued the user with the feeling and thought as if they themselves have the power of the creature that they have just eaten.
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 Trauma 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.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. 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.
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.