Koprulu Sector RP - Enhancements List and Effects

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Koprulu Sector RP - Enhancements List and Effects

Post by Seretis on May 20th 2018, 15:32

Maximum Number of Choices on this List equals twice Infestation score.

Self-Analysis: Roll of Wits + Primal-Urge to activate. Allows for addition of new genetic sequences, as well as control of mutation process.

Skin Hardening: Maximum level based off of Stamina. Adds 1 to Bashing and Lethal Soak per level.

Psionic Sensory Node: Roll of Perception + Primal-Urge to detect nearby sources of psionics, or localized sentient hive-minds.

Metasynaptic Node: Allows usage of Zerg Powers, may roll Wits + Primal-Urge to attempt to speed up Energy recovery. Multiplies Peripheral Energy pool by Infestation rating.

Basic Regeneration: Heals 1 level of Bashing damage per minute. Converts 1 level of Lethal Damage to 1 level of Bashing damage per hour.

Limited Zerg Telepathy: Allows Zerg to communicate information telepathically with other nearby Zerg. May roll Manipulation + Leadership, using the target's Willpower as difficulty, to attempt to influence the actions of a specific Zerg.

Basic Immortality: Allows a Zerg injured past Incapacitated to spend 3 Willpower points and 3 Personal Energy and attempt to revive once per day, by rolling Willpower + Primal-Urge. Should the roll succeed, the Zerg is healed to the second -2 level. If a point of permanent Energy is spent, then the Zerg returns fully healed. If the Zerg is reduced to below Incapacitated by Aggravated Damage, they are destroyed beyond this enhancement's ability to restore.

Hyper-vibrational Musculature: Roll Dexterity + Primal-Urge to trigger rapid vibrations in muscles, in order to loose ground matter and sink into it. While submerged, the user is hidden from normal Perception modes. User may burst forth from the ground at any time, and can breathe normally while submerged.


Last edited by Seretis on May 20th 2018, 19:36; edited 2 times in total

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Zerg Powers List

Post by Seretis on May 20th 2018, 15:39

Dark Swarm: Roll of Manipulation + Psionics to aim, difficulty 7. Cost of 3 Peripheral Energy to activate. Targets within a 3 meter-radius cloud automatically fail Perception checks related to sight. Advanced perception modes suffer a +2 difficulty while affected. At higher levels, inflicts a -2 dice penalty to Stamina-based checks.

Plague: Roll Willpower, versus difficulty of target's Willpower. Cost of 5 Peripheral Energy to activate. Target loses one dot of Physical Attributes per level of power. Targets reduced to 0 in an Attribute immediately fall Incapacitated. The number of successes scored on the activation roll determines the length of debilitation, as follows:

One Success = One scene
Two Successes = One day
Three Successes = Two days
Four Successes = Four days
Five or more Successes = One week

Plague debilitation can be healed through medical means, via an extended action requiring a number of successes equal to five times the number of successes scored by the user. Failures on the test causes exposure for the medic, who must roll Stamina at difficulty 8 to resist suffering the same effects as originally inflicted on the patient.

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YAY! Botched SAN check...
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