Zelvi prepares the target for surgery, and spends 30 minutes performing surgery upon the target in order to implant them with Cyberware. If the Gift has a critical failure, the body rejects the Cyberware and bleeds heavily. Otherwise, the Cyberware is safely implanted, causing no significant adverse effects to the target.
Exert your Mind and spend 30 minutes. 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 Severity-4 injury - Severe blood loss (2 pints). 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:
As long as Minerva wears her pendant, her thoughts are ordered. And with order comes safety.
Following Minerva's traumatization by a fellow contractor, the next month the young girl spent a good bit of the next month in her room. She stopped practicing everything else, just focusing on herself, and that feeling of helplessness that had come with it.
And one night, she dreamed. She remembered battling the nightmare monster, of the defenses she had forged. And she forged them again. Ordering her thoughts, marshaling them, she assembled her mind into a castle. A Castle of Light, a bright beacon in the darkness.
The castle is built to withstand a siege from the darkness. Even taking the field is a monumental task, requiring great effort by an assailant, more than most can bring to bare - and after an enemy has been cast out once, such a tactic won't work again.
Each step into the castle is a slog, a constant exhausting battle to take a wall, only to find another wall behind it that the defenders have retreated to and fortified themselves again.
From the highest point of the castle a bright light glows, and she can rain down light and hope upon invaders from it.
The castle stands at all times, a fortress for her mind and her dreams.
Of course, the walls of her castle are manned, and it is an effort for her to open the gates to anyone. It's safer that way. With time, she learned to open them again.
You gain the following benefits at all times. You must actively and obviously be using silver fox pendant to gain the benefits of this Effect.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
You gain the following benefits at all times.
You are permanently and visibly transformed: Robot. You are considered to be a Sapient, Non-Living Computer when targeted. Your Brawn is increased by 1.
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Bludgeoning attack without additional equipment.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
Kerri 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.
Kerri, in her research on occult topics, spent a lot of time focusing her research on spirits and demons associated with fire. She knows enough not to mess with powerful ones, however, she discovered that all fires have individual spirits, and these spirits can be shaped and manipulated to some degree. She discovered that she can control them by treating them like cats, which in turn shapes them into the form of a cat. She is still practicing her control over this, having only recently gained this power, and is steadily learning to control bigger and bigger fires.
Exert your Mind and spend an Action to activate. 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 a new fire as large as a fire in a residential fireplace at your target. You may create 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 per Round, 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 depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
You may Exert your Mind to 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.
Billy Blitzen throws an object enhanced by his superhuman speed, causing the projectile to accelerate to near bullet speeds. Billy's training as an Athlete has resulted in him being able to twist the projectiles in just the right way as to ricochet off of objects.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
God made Adam in his image. Adam realized this eventually after he left his children were not given the same blessings as him. He swears to use these blessings to survive until he may return to the garden and run endlessly through its beauty.
You gain the following benefits as long as Can not be wearing more clothing then his leaf and you have your Leaf Underwear.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. 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. Your target must make a Trauma roll when you activate this Effect. 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.
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). The target's Armor is fully effective against this Damage.
You also gain the following effects:
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building 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 one minute 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 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.