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.
Dr. Grayson has developed cybernetic devices to "upgrade" the human body. Given the time and tools she can add a special ability to a person.
Exert your Mind and spend eight hours to activate. 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 Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
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 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 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.
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 to activate. You may only target yourself. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you battle scar: acidic blood oozes trough my skin, burning it. 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 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.
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.
Lazarus' innards are made completely of a black tar-like liquid. Even though this is his true form, he likes to keep up appearances and make his innards look like normal human innards. He seems to struggle with this facade the moment the liquid goes more than a foot from him.
You gain the following benefits at all times.
You are permanently and visibly transformed: Unless rolled against, your internals are made of tar. You are considered to be a Sapient, Non-Living being when targeted. Your Dexterity is increased by 1.
Your body is adapted to Perceiving and Interacting with magic bullshit. You receive +3 dice on non-attack rolls related to Perceiving and Interacting with magic bullshit.
No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time.
Possession of this Power grants the following Battle Scar: Gash on base of neck.
The Severity of any Injury caused by Extreme Heat is increased by 2.
Zoan has a particularly interesting way of augmenting his target, smashing, breaking, ripping flesh and bone, it all comes… surprisingly easy for him? Of course anyone seeing this would be horrified, but Zoan would never experiment on his targets while awake! Surely not…
Spend 30 minutes. Select a Living or Animate 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 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 Zoan ripping his target apart with supernatural ease, drilling into them and hammering parts onto them.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Compulsion to fix the imperfections of allies (Visual Battlescars; Unfit for current environment/climate).
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.