Paul Lehr |
1) Morm Hive
Head: Associated
with the internal workings of the mind and of the mental or magical world.
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Extra
limbs, from man or otherwise. Tentacles, tongues and arms are a favourite.
Will tend towards manipulation of the physical world.
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Scent
and smell.
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Causes
intoxication or inebriation.
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A mass of
retractable worms coat the interior of the mouth, attached to cheeks and
underside of the tongue. The worms have a bulbous and porous head that emit a
constant stream of seductive and calming pheromones (+d4 to CHA when within
conversing distance of target). Once per day the worms can purge their
pheromones, charming a target for d4 hours (During this time the normal CHA
bonus will be nullified, as the worms recharge their salacious juices).
Head: Associated
with the internal workings of the mind and of the mental or magical world.
|
Scintillating
fractals of existing body parts, asymmetrically jutting out of the body like
an insulting challenge to the concept of beauty itself. Will tend towards
chaos.
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Extra organs and skin.
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Abrupt,
obvious and shocking.
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A
bulbous, ambulatory mass of a compound eye is affixed to the head. It erupts
rudely and stalk like. The eye can roam freely about the head, eliminating
blind spots for the augmentee. The eye somewhat has a will of its own, affixing
balefully upon those that may mean harm to its owner. This ostensibly eliminates
the ability to surprise the augmentee.
3) Attack Frame
Arms: Associated
with forms of attack and manipulation of the physical world
|
Heavy chains
and bars of simple metals. Thick bolts and clanking hinges. Will tend towards
the entrapment of others.
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Guidance
and navigation.
|
Operates
within the cracks.
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A thick
iron frame is attached to the weapon-wielding arm of the augmentee. The metal
joints grind with the movement of the user’s arm, the rods of the frame pierced
through the flesh and bone. While making the augmentee somewhat more cumbersome
(-d4 to DEX), it greatly increases the striking power of any weapon they wield
(+3 damage). The attack frame also helps with the dismantling of the target’s
armour (on an attack half attack damage and test STR, if successful reduce
target’s AC by d6).
4) Aquatic Vivification
Legs: Associated
with movement.
|
Holes
bored deep into the flesh, hollowed out and coated in magical molten metal.
Once dried, inscribed with hidden runes. Will tend towards finding what is
sought.
|
Swimming
and aquatics.
|
Must
be reloaded/refilled.
|
Six
canister sized compartments are drilled into the flesh of each thigh The holes
are then filled with a receptacle mechanisms, designed for the intake of
canisters of pressurised gas. Odd arcane symbols form in the swirling gas of
these canisters. When activated, this augmentation allows the utter freedom of
movement when submersed in water. This ability lasts for d4 hours before the
canisters completely discharge. The canisters must be recharged for a day
before the ability can be used again (the canisters slowly refill themselves
using trace element present in the air).
5) Sleeper's Calipers
Legs: Associated
with movement.
|
Concertina
and bellow like mechanisms, exerting gusts of vivifying air. Will tend
towards the freeing of movement.
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Maps
and direction.
|
Obsessed
with rules
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The flesh
of the thighs are shorn away, then filled with a tube and metal rod constructed
harness frame that wraps downward around the entire leg. A vivifying enchanted
wire, connected to the harness, is drilled into and fused with the base of the
spinal column. The augmentee’s legs will now never tire nor exhaust, allowing
endless marching, walking or running. The harness will additionally know the
intended target location of the augmentee and will trudge of its own volition if
allowed. Such a feat will allow the augmentee to literally sleep on their feet
as they ambulate to their destination.
6) Demonic Parasite
Torso: Associated
with the internal workings of the body.
|
Heavy chains
and bars of simple metals. Thick bolts and clanking hinges. Will tend towards
the entrapment of others.
|
Control
of spirits and daemons.
|
Works
better under pressure.
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A black
iron cage is wrapped around, and semi implanted into the belly of the
augmentee. The cruel decoration of the cage now splays out slightly from the
body. The augmentee loses d6 CON. However many CON the augmentee loses is the
HD of the guardian demon that now lives within their body. The guardian demon
emerges from the belly cage when the augmentee is below a quarter of their
health. The guardian demon has the ability to glower menacingly with its evil eye
(test demon’s CHA, if success, target is stunned in place for d10 rounds). The guardian
demon appears as a tortured, warped and manic doppelganger of its host, attacking
with a bite (d6) and claws (d8).
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