Posted: Wed Jan 12, 2005 9:54 pm
Spur of corruption
"Up yours."
The character has the ability to form a wicked spur from one of his apendages (read that how you will). this spur, aside from damage, delivers a wicked mutagen that warps both mind and body.
1) Spur: the spur itself inflicts 2d6 damage. its peircing nature, allows it to bypass 2 points of natural AR or 4 points of artificial, worn AR. Obviously, it is unable to damage characters who have completely transformed thier physical structure, or those encased in vehicle or robotic AR. It's length and hardness grant it +1 to parry as a weapon.
2) Mutagen: on any helpless, surprised or otherwise temporarilly incapacitated foe, the character can combine an injection of mutagens with any spur strike. Such an attack takes 2 actions.
The mutagen is a virulent poison, a protean smack rush that warps and twists the body and mind. The victim of such an injection must save vs lethal poison or take 4d6 damage. he then makes a save vs (non lethal) poison once for every level of the character. every failed save induces a semipermanent mutation (select at random from either the mutations column or your favorite rifter) that takes 6d6 hours to manifest. these mutations last 3 days per level of the character. during the transition phase, the character is woozy, groggy and limited in action, suffering half attacks and speed, as well as -20% to all skills and half all normal combat bonuses. When the mutations finally arrive, the character turns into an animal, with only a 30% chance of recognising freinds and family.
3) addictive: the worst bit is, when the rush is over, and the victim emerges from a semi dream like state wherever his hyde like self has left him, he will crave the touch of the spur again. he must make a save vs addiction every day for as many days as he was a beast. (14+ ME bonuses apply) on any day he fails, he falls into addictive withdrawal (see the drug withdrawal rules for specifics) and stays that way for the duration (no more saves vs withdrawal needed). If the character seeks out the touch again, and recieves it, he gains the same mutations from the last touch.
4) other bonuses. The character with this power automatically dominates any of his brood, and can give orders like a pack leader. notably, his charges no longer understand much of any language, and so complex commands are beyond them.
The character is resistant to natural poisons and chemicals (1/3rd damage effect and duration).
The spur itself has 45 SDC when formed. if destroyed, it reforms after 4d4 days. needless to say, the spur may be retracted at will.
[Major power]
Incorporation
"Actually, I've had the diamonds all along...BLEEEERRCHH"
The character has the abilityt to incorporate physical matter into his flesh at will, forming custom flesh pockets and sacks within his form. this has a variety of benefits.
1) absorb matter: the character can simply place objects inside himself. there is no matter alteration going on here, so the character will have to compress and deform himself dependant on the object. absorbing a handfull of diamonds will have no noticable effect. absorbing a ming vase will make the character look a little fat as his torso bulges to make room. absorbing a wall safe will make the character positively bulge in all the wrong places. he can safely hold items indefinately. Note that he keeps no register of what he has stored except for his own memory. It is possible for him to leave things inside himself and forget them (Honey...have you seen my car keys?)
2) poison absorption: if the character is made aware of a poison, he may simply incorporate it as an action rather than let it affect him. in this manner he may contain pockets of poison in himself, to be released at a later date.
3) defensive incorportaion: the character can absorb weapons as they impact with his body, flowing around and through them. This is a parry, done with a +4 bonus (plus any ME bonuses. treat as if PP for parry purposes). such an incorporation is an action, until level 6 when it becoumes automatic. he cannot incorporate living matter though.
4) Operation: It is possible to only partially absorb something, and in fact, the caracter can only partially incorporate anything that has greater dimensions than himself (the aforementioned wall safe for instance). any item so partially incorporated is held by the character as if adhered with a PS equal to the character's PS+ME. this strength is considered superhuman. thus, a sword impaled through the body is held fast. In addition, the character can manipulate objects inside or partially inside his body. a partially absorbed rifle can be made to fire . any equipment so manipulated is done so as if the character posesses the appropriate skill at a level equal to his own (mostly this applies to incorporated weaponry)
Dutiful Flesh
"Bah..didn't need that joint anyway. or that eye."
The character has a complete control over his flesh, able to make it perform feats just by exerting his will. This is not shapeshifting in so much as it's a kind of malleable cell, allowing different parts of the anatomy to perform different duties. The character can now ignore the effects of almost any wound. he still takes damage, and can still be killed but it becomes damned hard to cripple or maim him. Any single attack against him inflicts 1/3rd damage, unless it relies on mass or bulk, in which case it inflicts 1/2 damage (a hail of bullets, a gout of flame, or car crashes are good examples). any attack that affects the whole body (close explosions, acid immersion, complete immolation) inflicts normal damage. The character cannot suffer critical hits. As an important organ fails, another takes up the slack. While he can suffer broken bones, head trauma and internal injury, these do not actively impair him. The character is immune to the effects of biomanipulation and cannot be affected by electric current (he still takes the damage, but he does not suffer from muscle contraction). All these feats are poissible by reassigning the work of damage parts of the body to undamaged parts. If the character loses an eye, the skin on his forehead becomes photoreceptive. If he takes brain damage, the kidneys take over some of the thought processors. If his heart fails, the lungs start pushing blood. In addition to these immanently usefull survival traits, the character also heals at 4 times normal rate, and can recover from lost limbs and organs (though may take many weeks)
[Major]
Metamutation
"Bah...any one can be a freak...only I am...SUPERFREAK!!"
[Minor]
The character has the ability to swap out any obvious physical mutation for another. This is a limited form of shapechange, aloowing the character to adopt mutations. If the character does not currently posess any mutations then this power is not helpfull to him, except that it allows him to resist powers that manipulate his form against his will (+6 to save vs these powers, and they have half effect and duration)
Batts
"Up yours."
The character has the ability to form a wicked spur from one of his apendages (read that how you will). this spur, aside from damage, delivers a wicked mutagen that warps both mind and body.
1) Spur: the spur itself inflicts 2d6 damage. its peircing nature, allows it to bypass 2 points of natural AR or 4 points of artificial, worn AR. Obviously, it is unable to damage characters who have completely transformed thier physical structure, or those encased in vehicle or robotic AR. It's length and hardness grant it +1 to parry as a weapon.
2) Mutagen: on any helpless, surprised or otherwise temporarilly incapacitated foe, the character can combine an injection of mutagens with any spur strike. Such an attack takes 2 actions.
The mutagen is a virulent poison, a protean smack rush that warps and twists the body and mind. The victim of such an injection must save vs lethal poison or take 4d6 damage. he then makes a save vs (non lethal) poison once for every level of the character. every failed save induces a semipermanent mutation (select at random from either the mutations column or your favorite rifter) that takes 6d6 hours to manifest. these mutations last 3 days per level of the character. during the transition phase, the character is woozy, groggy and limited in action, suffering half attacks and speed, as well as -20% to all skills and half all normal combat bonuses. When the mutations finally arrive, the character turns into an animal, with only a 30% chance of recognising freinds and family.
3) addictive: the worst bit is, when the rush is over, and the victim emerges from a semi dream like state wherever his hyde like self has left him, he will crave the touch of the spur again. he must make a save vs addiction every day for as many days as he was a beast. (14+ ME bonuses apply) on any day he fails, he falls into addictive withdrawal (see the drug withdrawal rules for specifics) and stays that way for the duration (no more saves vs withdrawal needed). If the character seeks out the touch again, and recieves it, he gains the same mutations from the last touch.
4) other bonuses. The character with this power automatically dominates any of his brood, and can give orders like a pack leader. notably, his charges no longer understand much of any language, and so complex commands are beyond them.
The character is resistant to natural poisons and chemicals (1/3rd damage effect and duration).
The spur itself has 45 SDC when formed. if destroyed, it reforms after 4d4 days. needless to say, the spur may be retracted at will.
[Major power]
Incorporation
"Actually, I've had the diamonds all along...BLEEEERRCHH"
The character has the abilityt to incorporate physical matter into his flesh at will, forming custom flesh pockets and sacks within his form. this has a variety of benefits.
1) absorb matter: the character can simply place objects inside himself. there is no matter alteration going on here, so the character will have to compress and deform himself dependant on the object. absorbing a handfull of diamonds will have no noticable effect. absorbing a ming vase will make the character look a little fat as his torso bulges to make room. absorbing a wall safe will make the character positively bulge in all the wrong places. he can safely hold items indefinately. Note that he keeps no register of what he has stored except for his own memory. It is possible for him to leave things inside himself and forget them (Honey...have you seen my car keys?)
2) poison absorption: if the character is made aware of a poison, he may simply incorporate it as an action rather than let it affect him. in this manner he may contain pockets of poison in himself, to be released at a later date.
3) defensive incorportaion: the character can absorb weapons as they impact with his body, flowing around and through them. This is a parry, done with a +4 bonus (plus any ME bonuses. treat as if PP for parry purposes). such an incorporation is an action, until level 6 when it becoumes automatic. he cannot incorporate living matter though.
4) Operation: It is possible to only partially absorb something, and in fact, the caracter can only partially incorporate anything that has greater dimensions than himself (the aforementioned wall safe for instance). any item so partially incorporated is held by the character as if adhered with a PS equal to the character's PS+ME. this strength is considered superhuman. thus, a sword impaled through the body is held fast. In addition, the character can manipulate objects inside or partially inside his body. a partially absorbed rifle can be made to fire . any equipment so manipulated is done so as if the character posesses the appropriate skill at a level equal to his own (mostly this applies to incorporated weaponry)
Dutiful Flesh
"Bah..didn't need that joint anyway. or that eye."
The character has a complete control over his flesh, able to make it perform feats just by exerting his will. This is not shapeshifting in so much as it's a kind of malleable cell, allowing different parts of the anatomy to perform different duties. The character can now ignore the effects of almost any wound. he still takes damage, and can still be killed but it becomes damned hard to cripple or maim him. Any single attack against him inflicts 1/3rd damage, unless it relies on mass or bulk, in which case it inflicts 1/2 damage (a hail of bullets, a gout of flame, or car crashes are good examples). any attack that affects the whole body (close explosions, acid immersion, complete immolation) inflicts normal damage. The character cannot suffer critical hits. As an important organ fails, another takes up the slack. While he can suffer broken bones, head trauma and internal injury, these do not actively impair him. The character is immune to the effects of biomanipulation and cannot be affected by electric current (he still takes the damage, but he does not suffer from muscle contraction). All these feats are poissible by reassigning the work of damage parts of the body to undamaged parts. If the character loses an eye, the skin on his forehead becomes photoreceptive. If he takes brain damage, the kidneys take over some of the thought processors. If his heart fails, the lungs start pushing blood. In addition to these immanently usefull survival traits, the character also heals at 4 times normal rate, and can recover from lost limbs and organs (though may take many weeks)
[Major]
Metamutation
"Bah...any one can be a freak...only I am...SUPERFREAK!!"
[Minor]
The character has the ability to swap out any obvious physical mutation for another. This is a limited form of shapechange, aloowing the character to adopt mutations. If the character does not currently posess any mutations then this power is not helpfull to him, except that it allows him to resist powers that manipulate his form against his will (+6 to save vs these powers, and they have half effect and duration)
Batts