HUMANOID ABOMINATION, SPINWARD VARIANT

A monstrous mutation of both humans and androids brought about by exposure to certain strains of the black pathogen, Humanoid Abominations go through several stages of gestation. While many become disintegrating monsters, some survive these transformations, eventually becoming Perfected.  

STAGE I: PATHOGEN CARRIER “THE TAINTED”

Changes begin with the onset of rapid surface mottling in the infected victim’s extremities and move inward towards the core body. Eventually the victim’s cranium begins to soften and elongate as their higher functions are rewired. By the end of this stage, the process becomes excruciating, and the victim lashes out. As acidosis takes effect, the victim’s pH levels shift significantly.  
INFECTION
Exposure to the black pathogen is treated as a disease with Virulence 6. If the Sickness Roll fails, the patient enters Stage I. If the roll succeeds, the patient is clear until exposed again.   Within one Shift, the victim starts to exhibit the first symptoms. For humans, this causes their STRESS LEVEL to increase by one. Androids will simply be confused. Within another Shift, the patient typically advances to Stage II.  

STAGE II: PATHOGEN DEVIANT “MUTATE”

Painful cellular mutations ravage the Abomination’s body, causing them to take on an aggressive posture. The victim’s limbs distend and become pliable, allowing them to contort into strange positions. The brain and skull continue to elongate, and the victim takes on a feral appearance and attitude. Strength, speed, and agility are all heightened. Only a rudimentary knowledge of their former self remains, but they are still aware enough to use basic tools and weapons.  
EFFECTS
The victim gains Speed 2, i.e., it gets to act twice per Round. STRENGTH increases by 3 (and Health along with it). AGILITY is increased by 1, while EMPATHY is reduced to 1. EMPATHY-based skills cannot be used. Firearms and other technological items cannot be used. The victim becomes immune to MANIPULATION.   The victim becomes aggressive and attacks others on sight. An infected PC can play out one such attack, then the victim turns into an NPC controlled by the GM.  

STAGE III: PATHOGEN HUSK “REVENANT”

TRAITS
Instinctual Aggression, Advanced Dementia   The subject’s body is in an advanced state of DNA recoding. A translucent gelatinous cowl has grown over most of their head, revealing a sunken hideous caricature of their former visage beneath. As the structure of the subject’s original features dissolves into the acidic gelatin, their skull becomes more pronounced. Eventually, any semblance of human origin recedes and remains barely visible within the cowl. The subject’s feet each splay into three thick toes, their arms elongate like a primate’s, and they sprint using their knuckles to propel themselves.  
RULES
As with Stage II, Strength increases by 2 more (and Health along with it). Agility is increased by 1 more. Wits is reduced to 1. No skills based on Wits except OBSERVATION can be used. Immune to MANIPULATION and panic. The cowl gives a natural Armor Rating of 3. The subject is now handled as a full Xenomorph and gets its own table for signature attacks (see below). Within four Shifts, the subject advances to Stage IV.  

STAGE IV: PATHOGEN AGLAECA “BELUGA-HEAD”

TRAITS
Complete Cellular Metamorphosis   The subject’s gelatinous cowl grows opaque and solidifies as their eyes grow dark and shift to the sides of their bulbous head. Their skin turns a translucent mottled gray and their features grow similar in appearance to a Xenomorph XX121, albeit with a much shorter head, prominent eyes and elongated arms. The subject moves about on all fours like an ape and no longer maintains any human characteristics. While not as powerful or intelligent as Xenomorph XX121, the Beluga-Head is a force to be reckoned with.  
RULES
As with Stage III, Strength increases by 2 more (and Health along with it). The cowl gives a natural Armor Rating of 6.  

STAGE V: PATHOGEN LAZAR “SHAMBLER”

TRAITS
Advanced Dementia, Dermal Maceration, Acute Scoliosis   After days to weeks at Stage IV, some Abominations will either cocoon themselves to be reborn as the Perfected. Most, however, suffer a cellular breakdown and malignant transformation into a Shambler.   Cataracts cloud the patient’s now milky bulbous eyes as its stretched mouth becomes a horrid hole of incisors. The creature leans backwards on its haunches as its torso twists around so its head and chest face backwards. As its spine and ribcage contort, the thing’s skin and muscles bloat with black goo, increasing its girth. Its neck thickens and distends, giving the Shambler a length of a good three meters.   The beast’s darkening flesh becomes soggy and loose, sloughing around with every move, revealing a blackened meso-skeletal structure beneath it. Black goo oozes from every orifice. The transmogrified Abomination shambles awkwardly on its forearms, its backwards knee-bent legs scuttling along after it. Direct physical contact with a Shambler without a Hazmat or Compression suit triggers a Sickness Roll against Virulence 8 to avoid infection.  
RULES
Capable of accelerated regeneration, this repugnant sack of disease cannot be killed by anything but fire. If its Health is reduced to zero, it will regenerate at a rate of one Health per Turn. If attacked by fire, the creature will make its escape and stalk from a distance.

REVENANT

SPEED: 2
HEALTH: 7
SKILLS: MOBILITY 5, OBSERVATION 3
ARMOR RATING: 3 (none against fire)
 

BELUGA-HEAD

SPEED: 2
HEALTH: 9
SKILLS: MOBILITY 5, OBSERVATION 3
ARMOR RATING: 6 (3 against fire)
 

SHAMBLER

SPEED: 1
HEALTH: 10
SKILLS: MOBILITY 4, OBSERVATION 2
BLACK GOO SPLATTER: 6. When a Shambler is wounded, some of the black goo swelling in its bloated flesh may splatter on its attacker and anyone within ENGAGED range. Treat this as an Acid Splash, but if hit no damage is done. Instead, the victim must make a Sickness Roll vs. Virulence 6 or become infected.


Cover image: by DALLE

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