Difference between revisions of "Zyra/Evolution"

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=Upgrade Categories=
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=Evolution Categories=
  
 
==Possessed Powers==
 
==Possessed Powers==
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• '''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.
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• '''Armored Hide -''' This power grants the host three additional soak dice; further, she may soak all damage at difficulty 6, just as werewolves do.
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• '''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.
 
• '''Blending -''' The character gains four extra dice on any stealth rolls to keep from being visually detected.
  
• '''Computer Link -''' The drone can open any file or crack any password with a Intelligence + Computer roll; even simpler tasks, such as composing an email and running an antivirus program, are automatic. Any machine controlled by a computer can be operated this way, although the Drone must be in contact with a piece of hardware that contains the actual computer, if the computer is separate from the machine.
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• '''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.
 
 
'''Cybersenses -''' As the Glass Walker gift save that the Drone spends Willpower rather than Gnosis. (System: The player spends one Gnosis point per sense affected, and he rolls Perception + Science thereafter to activate the Garou’s new senses. This Gift lasts for one scene.)
 
  
• '''Extra Speed -''' The drone may take two extra actions per turn without splitting her dice pool. When moving, this allows her to double a humans speed. Walking is 14yds/turn, Jog is 26yds/turn, Run is 40yds/turn
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• '''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." <p> 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.</p>
  
• '''Invulnerability -''' The character gains five additional soak dice and may soak lethal and aggravated damage at no penalty.
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• '''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. <p> ('''Enhanced Attributee:''' Stamina +3) </p>
  
• '''Peaceful Fighting -''' This power can be activated or deactivated at will. The character fights normally, but any health levels of damage she inflicts will last only for the remainder of the scene. Her target heals completely when the scene is over. If the character does a number of health levels of damage in one blow equal to her opponents Stamina, her target falls unconscious and awakens at the end of the scene (or if actively awoken by an ally).
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• '''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. <p>('''Extensible Limb:''' Tongue)</p>
  
• '''Reassuring Presence -''' The player rolls Manipulation + Leadership difficulty 7 (9 if the majority of onlookers are supernatural). Success indicates that the character's appearance shifts to that of the most appropriate authority figure or peer the onlookers would expect. The shift is a subtle one, and as long as the character doesn't shapeshift while several people are looking directly at her, onlookers react to the change as if they just noticed the "arrival" of the character in her new form. The character cannot take any specific form ("a policeman" is possible but "Officer Susan Delmonte" is not.), and cannot select the "most appropriate" form (the Storyteller decides what is appropriate). Once selected, the form cannot be changed for the rest of the scene. Drones retain the form for the full scene duration.
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• '''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. <p> ('''Extra Limb:''' Tongue)</p>
  
• '''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.
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• '''Natural Weaponry -''' Each form of weaponry costs 2 per die of damage inflicted. The damage inflicted is aggravated. <p> ('''Fangs:''' +1 damage die) </p> <p> ('''Tongue:''' +1 damage die) </p>
  
• '''Spirit Ties -''' The player begins with one dot of Gnosis and may purchase more.
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• '''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.
  
• '''Step Sideways -''' The ability to step sideways is permanent. Roll Gnosis (difficultly of the local Gauntlet) to step into the Umbra. Drones are the exception; they can step sideways more easily in areas where the Gauntlet is the strongest (as the Weaver-spirit inhabiting them parts the webs of the Gauntlet). Simply "reverse" the chart of Werewolf, I.E., a science lab would be difficulty 2, whereas a drone trying to step sideways at a Caern would have a hard time of it (difficultly 7 or higher).
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• '''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.
  
• '''Thick-Skinned -''' The character gains an additional bruised Health Level. This power may be taken a number of times equal to the character's unmodified Stamina rating.
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• '''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.
  
• '''Unnatural Strength -''' This power adds four dots to the characters strength.
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• '''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.
  
• '''Water Breathing -''' With this simple Power, the drone may breathe underwater. This power also confers a certain degree of resistance to underwater pressures and decompression problems, although considerable depths or radical changes will cause some damage.
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• '''Spirit Ties -''' The player begins with one dot of Gnosis and may purchase more.
  
 
=Spirit Gifts=
 
=Spirit Gifts=
  
==Rank 1==
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==Rank 2==
  
• '''Blood of the Deeps -''' The player spends one Willpower point and rolls Stamina + Survival (difficulty 6). The Drone takes no damage from pressure or cold for 3 hours per success. Note that this includes travel time, i.e., the Drone must reach a safe depth before the Gift wears off to avoid taking damage. This Gift protects the Drone from environmental harm only; direct attacks using pressure or cold still have their normal effect.
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• '''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.

Latest revision as of 23:12, 9 December 2020

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.