An incision here, a slice there and the organs are free to be enhanced. Using a variety of organs on hand always seemingly on hand somehow, this is the first step to a better humanity.
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:
The augmentations you provide are not outwardly visible nor obvious.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Works on subject while they are awake..
....
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.
Over the course of a day, the weakness is purged and machine's reign begins. Metal is bent and rent into shape before allowing it to burrow itself into the volunteer.
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:
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.
The N.A.P.S are a breakthrough in human bioengineering. N.A.P.S, which stands for Neural Activity Pattern Shapers, have the ability to shape the neural patterns of brains to bring skills and abilities into someone who otherwise wouldn't have them. It takes eight hours, but it can impart many skills. Lifting heavy objects, resistance to environments, a toughened body, and more. The only issues with the N.A.P.S are small in number, but terrifying in quality. It takes eight hours for the N.A.P.S to be properly applied as the user will be put into a sleeplike state, dreaming the memories of the person who originally had those skills (they had to have come from somewhere, right?). The other issue is that N.A.P.S, in themselves, are a traumatizing device. For one, the device needs to make a pathway to the brain. The best pathway that can be made is through the eye. The method? Two needles must be inserted directly into one of the user's two eyes and must be kept open for eight hours. The other problem is that skills may not be the only thing imparted onto the user of the N.A.P.S. They can carry fears, mental issues, traumas. Though it may have its problems, N.A.P.S will be one of the greatest ways to bring humanity to the next step of society.
Use up this handgun-like device , Exert your Mind, and spend eight hours to activate. Select a Living target within arm's reach. Your target must 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.
The sickly surgeon looms over his patient. Whispering things only he could hear in the empty room. Coughing, his hands move with an inhuman deftness. Putting the final sutures to the surgery. In the patients chest, a golden heart beats, a shaking the whole room.
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 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.
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: Paranoia: You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to face your fear.
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 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.
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'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.