Zyra/Evolution

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Evolution Categories

Possessed Powers

Animate Self - The character spends one Gnosis, and may move as she pleases for the duration of the scene. The number of points spent on this power limits the character's Dexterity; the character cannot act with a higher Dexterity than the cost of this power. For obvious reasons, this power should be mandatory for any player's character with an inanimate host.

Armored Hide - This power grants the host three additional soak dice; further, she may soak all damage at difficulty 6, just as werewolves do.

Berserker - Buying this power grants the character three points of permanent Rage. The character may use Rage to take extra actions, ignore stuns or ignore wound penalties (although, not of course, shapeshift). However, the host is capable of entering frenzy in the same manner of the Garou. The character does not regain Rage by moon phase, although she may regain it in other ways (frustration, between stories and so on).

Blending - The character gains four extra dice on any stealth rolls to keep from being visually detected.

Devour - The player spends one Willpower point and rolls Stamina + Athletics; the target must be within its grasp, of course. Success allows the character to swallow its victim whole. If the target is still alive, he is treated as suffocating. (Werewolf pg. 188) A target with natural weaponry or a knife may try to cut himself free. All such attacks are at difficulty 7; the possessed may soak as normal, but if it loses half it's health levels, the victim has cut a hole in its stomach large enough to escape.

Dispersion - When the character wishes to disperse, she must concentrate (taking no other action for the round) and spend a Willpower point. At the end of the round, she will break up into her "component parts," which may then scatter as desired. At this time, the only way to be fully rid of the character is to find and destroy every individual part -- a difficult prospect, indeed. However, unless the character also possesses the Regeneration power, she will suffer terribly if she attempts to reform without all her "pieces."

As a general rule you can evenly divide the character's total body mass by her health levels. Thus, if a character with eight health levels attempts to reform with only 75 percent of herself intact, she will reform having suffered two levels of non-soakable aggravated damage. The character can heal this damage more quickly by consuming more matter, typically that of her component creatures. Note that every individual part has a constant and unerring sense of where the others are at all times, and reforming costs no Willpower, though it does take a full round of uninterrupted concentration.

Enhanced Attribute - For every two points spent on this power, the character's chosen Attribute is raised by one dot. The player can choose to raise an Attribute rating over 5, but no higher than eight. This power can be purchased more than once, to affect multiple Attributes.

(Enhanced Attributee: Stamina +3)

Extensible Limb - The character may extend her limb with a reflexive Dexterity + Athletics roll, out to one yard plus one yard per success. She may use her full strength with the limb or limbs in question.

(Extensible Limb: Tongue)

Extra Limbs - The character gains three additional dice in grapple attempts, in addition to any minor benefits of extra limbs (such as the ability to hold a flashlight while reloading a shotgun and digging for one's car keys simultaneously). The character gains no multiple actions, and must split dice pools (or spend Rage) as usual to perform different actions with different limbs in the same turn.

(Extra Limb: Tongue)

Natural Weaponry - Each form of weaponry costs 2 per die of damage inflicted. The damage inflicted is aggravated.

(Fangs: +1 damage die)

(Tongue: +1 damage die)

Poison - The character must inflict at least one health level of damage on a successful attack of the appropriate nature and spend a Willpower point. The venom inflicts an additional number of health levels of aggravated damage equal to the attacker's Stamina + 2; this venom is soaked separately, if the target is capable of soaking aggravated damage. The Gift: Resist Toxin negates this damage. The poison cannot affect the undead or non-animal targets.

Regeneration - The character heals level of one bashing or lethal damage per turn of rest. If the character also possesses the Berserker power, she can roll stamina (difficulty 8) to regenerate in combat, just as Garou do.

Skinshift - The character may change its appearance at any time merely by concentrating for a turn and spending a Willpower. When trying to duplicate the features of a specific individual, the player must roll Wits + Expression (with variable difficulty, depending on the degree of shift and other factors determined by the Storyteller) to succeed. However, the change is always slightly imperfect; a plant-host gorgon might retain bark-like skin or hair like willow branches. Each change lasts until the next Skinshift.

Spirit Gift - The system works as described for the individual Gift purchased. This power does not negate the need for Gnosis if a Gift calls for it.

Spirit Ties - The player begins with one dot of Gnosis and may purchase more.

Spirit Gifts

Rank 2

Burrow - The player rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). Some alloyed metals (such as titanium steel) and other reinforced structures will not yield to the gorgon no matter how hard she digs. The character can burrow one yard per turn for each success. After the initial roll, the character does not need to roll again to continue at the same speed.