Edgar's tongue splits open like a flower, producing small tendrils that infiltrate the bodies of those who wish to be changed - a slow, & to some, revolting process. This result can sometimes result in rampant mutation, producing unintended deformities.
Exert your Mind and spend eight hours. 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 mutate the target in a monstrous fashion. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a half of a Battle Scar and can have exactly one of the following Effects:
Your Augments count as half a Battle Scar when calculating the reduced Body penalty from having too many Battle Scars.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see extruded tendrils from Edgar's mouth administer the changes.
They will focus on a part of their body, and begin to manipulate it with their hands, exposing flesh, nerves, and bone to the outside world, in a attempt to simulate what the human body is like
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:
You may end this Effect prematurely as a Free Action.
Extensive neural implants in Inderpal's brain & nervous system can create any function held by a mainframe computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: Cybernetic Augmentation: Implants throughout body, with Induction ports behind the left ear & on both wrists. You are considered to be a Sapient, Living being when targeted..
Your body provides you with the functionality of Mobile Phone w/ Modules. If used to attack, these "tools" use the same stats as a small knife.
Ghosts of their ancestors encircle their target as dim golden light starts to etch tribal markings that line up as wounds strewn across the person's body.
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:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Ghosts of their ancestors encircle their target as dim golden light starts to burn.
This Gift's Cost is capped at 2 and cannot be increased further.
Experimental blood transfusions performed using the Montaigne’s Vileblood and the blood of beasts both natural and abnormal can yield intriguing results.
With the blood comes… eyes, miniscule growths on the brain.
They grant clarity, a terrible insight that can bring one closer to the true origin of the beasts of this world. One can tap into the dark truths granted by these eyes to strengthen themselves.
They grant madness.
A yearning to... cleanse.
To eradicate all the beasts and vermin of the Earth.
To acquire more eyes.
You’re ready now. Join the Hunt.
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 Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
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:
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.
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.