With the power of innovation and new technology, Clair can use that lovely mind of hers to "improve"... The bodies of others!
Exert your Mind 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 Battle Scar and can have exactly one of the following Effects:
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: Transhumanist.
In addition to their benefits, your augments come with a penalty equivalent to a minor Battle Scar or Trauma. This penalty does not count as an additional Battle Scar or Trauma.
The user flips through the pages of the ledger and motions towards the head, chest, and shoulders of a target with three fingers-- allowing them to briefly connect, manipulate, and 'weave' their soul. Tangible augmentations such as implanted tools or pouches appear in the form of either physiological changes stemming from the shaping of the soul, or spiritual manifestations of the implanted device.
Spend an Action. 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 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.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Withered Hands / Soft Spot: Writing in the ledger has weakened your hand over time. Called shots against your left hand do +2 damage. If an attack hits you which could conceivably hit your left hand, roll 1d10 at Difficulty 6. If you fail, the attack hits your soft spot and does +2 damage and Necrosis / Feeble Constitution: The ledger's curse has drained you of your life and imparted partial necrosis on your body. Your immune system and/or vitality is especially feeble. You have +2 Difficulty on any and all Body rolls you make. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
Your alteration "heals" over the course of the next month, after which it is fully cured.
In addition to their benefits, your augments come with a penalty equivalent to a minor Battle Scar or Trauma. This penalty does not count as an additional Battle Scar or Trauma.
During the time of establishing an augmentation, the target's body cycles through minor animal features that fit what the augmentation is about. Features of different animals fade into place and then out, until none show at all at the end but the concept of them is firmly established in their mind. Examples include claws, talons, teeth, beaks, etc for Maws and Claws; scales, toughened skin, thick hide, etc for Armor; and digitigrade legs, paws, hooves, etc for Zippy.
Sometimes the augmentation ends up a bit more than the animal features may suggest, such as with Adaptation augmentations. Key being that even though gills may be a physical representation of breathing in the target environment, the Adaptation may extend to not needing to breathe if the target environment contains toxic gasses. Perhaps they take in oxygen through the skin as a jellyfish does underwater, but in the air.
Using the same concept of resonance fields as the Morphic Resonance gift, I tap into the target's potential animal traits by connecting to different animals and cycling through them until the target's best affinity for the intended augmentation is found. Once found, the appropriate traits of that animal recede into their mind and stay there for as long as I can manage it. The field itself then takes that mental imprint and maintains a stable effect on the target.
Exert your Mind and 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 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.
A gruesome spectacle of bio-horror and mastery over the human form, Oleg has transcended the need for a sterile laboratory. Now, armed with his mythical Surgeon's Garb, a living medical suite of preternatural design, he performs his work directly upon the patient, wherever they may be found. His own flesh becomes the operating theater; the instruments emerge from his suit as extensions of his will—bone needles, sinew threads, living scalpels—guided by his unmatched medical genius.
Through a volatile cocktail of experimental drugs, source-infused mutagens, and precision field surgery, Oleg forcibly awakens dormant potential buried deep within the subject's biology. The process is intimate, raw, and harrowing. The subject writhes under his steady hands, as organs shift, bones realign, and nerves are repatterned to accommodate the invasive transformations. Flesh rebels against the forced metamorphosis, yet Oleg’s mastery keeps the body intact, leaving no external scars—only profound psychological echoes of the ordeal.
Exert your Mind and spend an Action. Select a Living or Animate target within arm's reach. 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 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.
Effect: Maws and Claws - Your unarmed attacks do +2 Weapon Damage instead of -1
The package Vanessa received at first looked to be a normal pair of gloves. As she put it on though, she could feel something slipping under her skin and into her arms. It was painful and uncomfortable, but it didn't look bad when it finished taking over her. When the pain was gone, the glove seemed to blend in with her skin to the point where she couldn't even pull it off. Her arm definitely felt different though.
Though visually everything looked fine, feeling her arms would reveal that their insides felt much thicker and harder than bones should feel.
Exert your Mind and spend eight hours. 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:
The augmentations you provide are not outwardly visible nor obvious.
The Assimilator crawls into one of their target's open orifices before beginning their work, something near imperceivably wriggling underneath the target's skin.
The Assimilator crawls into one of their target's open orifices before beginning their work, something near imperceivably wriggling underneath the target's skin. Of course, that wasn't all it was doing in there...
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a giant alien centipede-like creature enter their target before their target's skin crawls with every change.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Battle Scar: Sensitive Skin - Your species is not suited to exposure to sunlight. (You suffer from 1 penalty when exposed to sunlight).
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: Pyrophobia - You have an intense and violent reaction to fire. (Whenever you would be subjected to fire or extreme heat, you must roll Self Control or go into fight or flight, likely resulting in a transformation.).
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.
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.