....
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.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Freya's skin is an inhuman shade of gray and yellow. Covered in thin lines that delineate distinct panels all across her body.
Certain parts across her body are lacking these panels, revealing an interior made of rubber tubes, countless eletrical components, and empty space. Potential to be filled.
Freya's internals are incomplete. Her motherboard has space for several other attachments, parts of her limbs are hollow, clearly meant to house additional tools and modules. Currently, all of this sits unused, but Freya is quite literally filled with potential, should she ever have the opportunity to utilize it.
Her body is largely based on a human's, mimicing its needs so that when she was eventually completed and utilized in the field, logistics would not need to build around non-uniform needs. (This is largely false. An exuse employed by Freya's creator to buy herself time to perfect the model's energy systems. Although it led to break throughs in biofuel refining, it was not the end goal.)
The only need Freya does not share with humans is sleep, but she *does* require around eight hours of charging a night. Her battery is capable of lasting longer by entering a progressively more restrictive low power mode, before eventually forcibly locking down and deploying solar panels built into her shoulders. Her prefered method of charging is plugging into her specially crafted charging dock, but in a pinch she can plug straight into a wall or utilize the aforementioned set of collapsible solar panels in her shoulders.
Freya has the ability to record what she hears and play it back freely, thanks to her vocal synthizier. Though, to do so she has to pass a forgetful roll.
You gain the following benefits at all times.
You are permanently and visibly transformed: an vaugely human android. You are considered to be a Sapient, Non-Living Computer when targeted. Your Perception is increased by 1 and your Intellect is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by Electricity is increased by 2.
Has claws and is tall.
You gain the following benefits at all times.
You are permanently and visibly transformed: Half - Werewolf. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.
You may make a +2 Weapon Damage Claw 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.
The Severity of any Injury caused by Silver is increased by 2.
After the Contract conner grew a leg but it wasnt his own.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a garrote.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your extra appendage can stretch to reach an additional 30 feet.
Your appendage has a grip that is hard to shake. You may attempt a grapple with only your Extra Appendage at no penalty.
Possession of this Power grants the following Trauma at all times: He hears the voice of Ouroborus beleiving the end is coming.
Your Extra Appendage is incapable of fine object manipulation.
Your eye looks normal on the whole, a soft sea green iris surrounded by clean white. Sometimes people think they see it shimmer from the corner of their eye but when they look closer nothing seems amiss.
You gain the following benefits at all times.
You are permanently and visibly transformed: Magic Left Eye. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1.
Your body is adapted to Perception Checks. You receive +3 dice on non-attack rolls related to Perception Checks.
The Severity of any Injury caused by Light Based Damage is increased by 2.
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. If you fail or Botch, you receive one Mind Damage and a new Trauma. 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. 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 Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects: