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.
The body is not a finished product—it is a blueprint, a rough sketch waiting for revision. Through his meticulous craftsmanship, flesh and bone become something smarter, sharper, superior. Using his custom-engineered implants, he rewrites human limitations, embedding precision-crafted machinery into the bodies of those willing—and sometimes unwilling—to evolve.
Each augmentation is a masterwork, uniquely tailored to the individual, as personal as ink, as permanent as scar tissue. Zero does not deal in mass-produced cyberware—his creations are bespoke, each one bearing his signature: a discreet Ø alongside the Chinese ideograms for "Zero". They are more than mere modifications; they are a statement, a legacy, a brand.
On others, Zero's work is expression, a philosophical act—he is not just installing hardware, he is shaping identity. But on himself? His augments are calculated, tactical, a means to an end. Power is not an abstract idea—it is built, installed, and wired beneath the skin.
And Zero? He is both architect and test subject, engineer and experiment, creator and creation.
Exert your Mind and spend 30 minutes. Select a Living 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.
Exert your Mind and spend eight hours to activate. 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.
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
Frank has begun to build his crew by passing on his mark onto others and focusing on his own he can make the mark more then just a warning of doom and rather a source of strength and a symbol of the crew Frank will create.
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:
The augmentations you provide are not outwardly visible nor obvious.
Possession of this Power grants the following Trauma at all times: Captains Drive Roll a self control roll to ride on a vehicle your not driving.
Over the course of 30 minutes, the user draws a rune related to the desired effect on a corresponding part of the target's body. At the end it absorbs into their skin and disappears, imbuing them with an appropriate power. The rune appears in their mind and strains it somewhat, as with a traumatic experience.
Exert your Mind and spend an Action. 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 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.
Resting a body inside a Cocoon, the Alien slowly transmutes the biology of the subject; changing the genealogy of said subject for the purposes of adaptation to a basic function, or genetic capability. While this effect seems simple, it is nothing but; the person in question is subjected to a forceful moment of drowsiness before being sat in a fetal position.
Thus begins the process: a cocoon is formed using the salivary regurgitation of the Xenomorph, creating a thick leathery cradle for the body to be placed in. The Cradle is then filled with Amniotic fluid provided by the Xeno-Mother, to which the Person inside will be drowned by soon. To ensure their survival, the Xeno-Mother injects their breathing apparatus, whatever that may, be with a fleshy umbilical that which is attached to the Cradle's respiratory organ.
This process may shock the subject into a state of fear and confusion, leading them to harm the process, so to ensure they won't interfere with the progress, the Cradle's biological appendages wrap around the limbs of the body and seal themselves. Injecting them with a numbing effect of which makes movements slow and constricting: You are awake, you can move, it's dark, wet, hot, you're barely being kept alive by the pumped hot air in your body. All you can hear is the muffled sounds of a monster lurking just outside your shell. You can break out... But will you?
On the outside, it looks like the most horrible state of body horror, that ends with the cocoon bursting with amniotic fluid, being set anew; like a reborn child.
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:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Body Horror and restrictive invasive biology.
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.
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.