ZEN wrote:Iczer, you are a legend.
Why thank you. That will look good on my resume
Well, from the little I have described.. what do you think?
I'm thinking maybe this looks a lot like the Mystic china version of chi entities. (Pick it up if you are unfamiliar with it. It's a good book).
How about: [Rough guide follows]
Plasmic entity
The character is not a flesh and blood being, but rather a creature made from otherworldy matter, from ectoplasm and willpower so to speak.
Step one: The usual. Roll IQ, ME and MA Normally. By default the character does not posess any other attributes.
Step Two: HP and SDC. The character does not posess any of these either, except when creating a mortal shell.
Step three: the powers of the plasmic being.
* Select type of plasmic being [Chi based, PPE based, ISP based, energy based]
* Chi based entities start with 2d4x10 CHI as a reserve, which is designated as being positive or negative. Positive chi characters lose 1 chi per minute in places of negative chi, while negative chi entities lose 1 chi per minute when exposed to places of positive chi. Entities of Chi (both types) lose 1 chi per minute when away from a vital planet (such as outer space)
*Chi based entities may fly in any form they posess, at a speed equal to twice their ME.
* Mortal shells made from chi energy gain a bonus to PS, PP, and Spd equal to the background chi in an area. (This is inverse for creatures of negative chi)
*Can form a mortal shell for 25 Chi. a mortal shell posesses 1 major or 2 minor powers, an SDC of 40, a PS and PP of 4D6 a PB of 4D6 and a spd of 3D6. Extra SDC can be invested into this shell, gaining +3SDC per chi invested. This shell is clothed and represents a typical human shape (though will appear exotic). Invested CHI points do not recover until the body discorporates (see below). forming a mortal shell takes 2 minutes. The mortal shell lacks a PE score, and as such is immune to poisons, fatigue and other torments of a human body.
*Skills. Chi entities posess HTH martial arts and 3 ancient weapons skills. they select an additional 8 skills from Rogue (+15% on prowl) technical (except computer skills) wilderness (+10%) Domestic (+20%) and physical (No increase in attribute bonuses). they also select 8 secondary skills.
* Shapeshift: The chi entity may reform his features at will. this does not allow him to duplicate another specific individual though, and costs an investment of 5 chi
*Discorporate. At will, the character may discorporate, to recover his invested chi. when discorporated, the character is an invisible being, with the consistency of air. When discorporated, he is unable to move through objects, and can be trapped in an area by cunning uses of feng shui. He loses 1Chi per round in a negative chi area, and cannot reform or discorporate in an area filled with negative chi. (The inverse is true for negative chi characters). when discorporate, the character cannot interact with mortals without the use of telepathy, and even then he is treated as being only able to see the life force of objects (he will also be as deaf as a post)
*Chi recovery: the chi entity can recover uninvested chi at arate of 4 per hour (plus the background chi rating) when discorporate, chi recovery is doubled.
*PPE Entity starts with 2d4x10 PPE as a reserve. PPE entities are composed of magic energy,and as such thier natural attacks are treated as magical attacks, even when in their mortal shell. PPE entities take 6d6 damage to SDC when in mortal shell or to PPE base when subjected to any effect that dispells magic, and cannot enter any anti magic zones.
*Can form a mortal shell for 25 PPE. a mortal shell posesses,an SDC of 25+4d6, 6d6+PE HP, a PS, PP and Spd of 3d6 and a PB and PE of 4D6. This shell is clothed and represents a typical human shape. PPE invested in this manner recovers at normal rate. The PS is considered extraordanary, except when within a mile of a ley line, where it is superhuman. forming a mortal shell takes 2 minutes.
*Skills. PPE entities posess 7 skills from science and technical at +15%. They also posess HTH basic, and 8 secondary skills.
* Powers: The PPE entity posess 1 major 1 minor power or 3 minor powers. each use of a power costs 2 PPE from it's reserve (for powers that have no listed or implicit duration, a use is up to 20 minutes long, or until cancelled) a PPE entity may trade a minor power for 3 spells from levels 1-5. such a spell is cast as a normal action, by force of will, and needs no guestures or incantations.
*Discorporate. At will, the PPE entity can discorporate, and must do so when his HP are depleted. When discorporate the character can choose to enter the astral plane or to stay on earth. In the astral plane the character reforms his body, but has no need for SDC (PPE relaces that trait). If he remains on earth, he is an invisible floating mist, visible only by sensitives, children and animals and beings who can see the invisible. as a PPE plasm, the character can move through walls (but not force fields) but has poor vision into our world,a nd is vulnerable to astral hazards like any other traveller.
*Recovering PPE. The character recovers PPE like a wizard does.
*ISP Entity. Character starts with 2d4x10ISP+ his ME attribute. in this isntance, he is floating ectoplasm. As ectoplasm, he is vulnerable only to magic and psionic attacks.
*Can form a mortal shell for 10ISP. a mortal shell posesses a PP and spd of 4d6, a PS of 3d6 and a PB of 4d6. ISP entities have a bonus of +4 to IQ, ME and MA. This shell resembles a typical member of his chosen species. Forming a mortal shell takes 2 minutes. The mortal shell lacks a PE score, and as such is immune to poisons, fatigue and other torments of a human body.
*Semitangible: The mortal shell has a variable consistency, and such a character may move through openings as narrow as a keyhole by pouring himself through. HE also takes half damage from purely physical attacks.
*Powers: The ISP entity posess one major or 2 minor power. alternatively he may instead have 1 super psionic and 3d6 lesser psionic powers.
*Skills. ISP entities posess 20 secondary skills, 3 of which enoy a bonus of +20%.
*Discorporate. At will, the character may discorporate. When dscorporate the character is either ectoplasm or is tangible on the atstral plane. On the astral plane the character is as he appears nwhen in a mortal shell, but enjoys a +6 to PS (extraordanary) +2 to PP and doubled speed. In the mortal realm ectoplasm is unable to affect the real world, but is intangible and invisible (save to sensitives, animals, children and those who can see the invisible). when discorporate they have limited senses and have difficulty seeing anything other than simple shapes. He must roll % dice underneath twice his IQ to make any meaningfull journey. He can appear to others while discorporated, appearing as a greenish, somewhat liquid human being, and may be mistaken for a ghost. when solid like this, the character can (poorly) communicate with others through a kind of rsapy voice.
* Recovery of ISP. ISP recovers at normal rates (Refer to Psychic chapters of HU2)
*Energy entities: Energy entities are real type of living energy form. Energy entities have a HP score equal to their ME, +1d6 per level. as energy, they are slightly warm to the touch and can choose to be vissible (appears as a luminous mist). as an energy entity the character enjoys a speed multiplier of x10 and may fly at this speed but is otherwise intangible.
Energy forms are vulnerble only to cold, psi and magic. energy that matches their own type does no damage, while other energy forms inflict 1/4 damage.
*the mortal shell: The energy entity can create a shell for it's essence so it may interact with mortals. This shape takes 2d4 minutes to form. a mortal shell of this type posesses 1 major 1 minor or 3 minor powers. The shell has an SDC of 1d6x10+10, a PS,PP,Spd and PB of 4d6. The shell cannot pass for a human form without an accompanying power. Instead it appears as a elastic, glistening humanoid form with cracks where the energy leaks away. The character may trade away a minor power for the ability to take human form. as an artificial structure without PEthe body is immune to poisons, fatigue and other torments of a human body.
*Skills. Posess the equivilant of high school education.
*Discorporate. AT will, the energy plasm being may shed it's skin and fly off, reatining all the advantages listed above in it's description. it will lose 1d6 HP every minute it is without some sort of containment shell or insulated room so it must reform quickly. The character can have as many 'spare' bodies lying around as his level for him to inhabit (and as it can take up to 8 minutes to form a new shell, this is very important to do)
*Recovery. Shells recover SDC at a rate of 1 per minute. discarded shells lose SDC at a rate of 1d6 per week. HP recover at a rate of 1d4 per hour.
Batts
At will, the character may discorporate, to recover his invested chi. when discorporated, the character is an invisible being, with the consistency of air. When discorporated, he is unable to move through objects, and can be trapped in an area by cunning uses of feng shui. He loses 1Chi per round in a negative chi area, and cannot reform or discorporate in an area filled with negative chi. (The inverse is true for negative chi characters). when discorporate, the character cannot interact with mortals without the use of telepathy, and even then he is treated as being only able to see the life force of objects (he will also be as deaf as a post)
to recover his invested chi. when discorporated, the character is an invisible being, with the consistency of air. When discorporated, he is unable to move through objects, and can be trapped in an area by cunning uses of feng shui. He loses 1Chi per round in a negative chi area, and cannot reform or discorporate in an area filled with negative chi. (The inverse is true for negative chi characters). when discorporate, the character cannot interact with mortals without the use of telepathy, and even then he is treated as being only able to see the life force of objects (he will also be as deaf as a post)