Assimilator - Revisions in progress
Aug 21, 2018 17:35:26 GMT -6
Post by ScrapyardDragon on Aug 21, 2018 17:35:26 GMT -6
Assimilator
Normally, an incomplete being dies after a few minutes at most. That just makes sense; anything missing essential parts will fail. Or will it? Rare indeed they are, but there are some beings who violate this law. Assimilators are creatures of hunger. Empty, unfinished, whatever you may call it there is an something missing about them. The kind of void they fill by consuming others, stealing what others have for their own uses, in the most terrifying way possible. Sometimes with a smile and dance.
Power Stat: Genomes
Resource Stat: Bases - CMP+CON+(PS*2). Bases are recovered with your Assimilation power.
Assimilation: You may absorb a dead or helpless creature into your body as a full action to regain Bases equal to the absorbed creature's size.
Incorporation: When you use your assimilation power, you may spend Bases equal to the absorbed creature's level to incorporate it into your own biology, stowing away its DNA and cells to be used later.
You may have a number of incorporated creatures up to your Genomes, and may discard any of them at any time to make room for new ones.
Expression: As a Full Action, you may spend a Base to express the genes of one of the creatures you have Incorporated.
For the rest of the scene, you gain a +1 bonus to the highest skill and characteristic the creature had (your choice if tied), and one of its listed abilities or traits (excluding Resource stat). Any extra maximum hp gained from using this power is treated as temporary hit points.
If an ability uses a resource stat to function, you may use Bases instead at a 1:1 ratio. While using this power, your appearance changes to resemble a mixture of yourself and the expressed creature. Using this power multiple times in a scene overwrites the previous usage.
Apoptosis: If you ever run out of Bases, you take one wound, and then another wound every hour until you regain at least one genome.
*DNA Splicing: when you Assimilate a creature, select either a feat or racial power the creature posesed. You may spend 100 exp to gain that feat, or 100+X exp to gain that racial power, where X equals the amount of racial powers you have already obtained with this power times 100 (ie; the first racial power is 100, the second is 200, and so on).
If a feat references or improves a feat or racial ability you do not have, you may not take that feat.
**Autolysis: You may spend Bases to recover HP in combat as a free action. Whenever you spend Bases (even just to activate this ability, though thats a waste) you no longer need to eat, sleep, drink, or breath for the next day.
***Miracle Fusion: when you use your Expression power, you now instead gain +1 to the expressed creature's two highest skills and characteristics, or +2 to their highest skill and characteristic.
****Instant Fusion: you may use your Expression power as a half action.
*****Triple Fusion: when you use your Expression power, you may spend three bases as a Full Action to express two creatures at once (the skill and characteristic increases are cumulative).
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Physical Features:
In a word? Lacking. While a Paragon may appear as their race's ideal, an assimilator is a flawed failure lacking the true capacity their people would normally have. Their forms are but a pale imitation, formed out of jealousy and what little of 'themselves' are left, if anything is still there to begin with. Stunted wings, atrophied muscles, dull features. There is good reason they are always looking for excellent beings to absorb.
Assimilator tells: As an Assimilator spends Bases, their body appears warp and distort, showing more and more traces of the various organisms the Assimilator as absorbed, with the creatures they've incorporated being the most prominent, especially when they're actively expressing their genes. The exception to this is if they ever completely run out of bases; at that point their body starts to visibly melt down and fall apart, showing signs of rapid aging until they can replenish themselves, or die trying.
Becoming an Assimilator:
Assimilators are a type of freak mutant, typically being created as part of an advanced science project, warp shenanigans, or on rare occasions just an accident of nature. One could in theory become one, but most are born as they are.
Playing an Assimilator:
An Assimilator is a creature of hunger, always seeking their next meal. As they get almost nothing without using their expression power, which itself is dependent on whatever they come across during a campaign, they aren't forced into any one particular direction.
Assimilators in game:
Feed, consume, assimilate. Take the power of everything you come across and make it your own. try to avoid hitting zero bases.
Adapting Assimilators:
Poyo!
Normally, an incomplete being dies after a few minutes at most. That just makes sense; anything missing essential parts will fail. Or will it? Rare indeed they are, but there are some beings who violate this law. Assimilators are creatures of hunger. Empty, unfinished, whatever you may call it there is an something missing about them. The kind of void they fill by consuming others, stealing what others have for their own uses, in the most terrifying way possible. Sometimes with a smile and dance.
Power Stat: Genomes
Resource Stat: Bases - CMP+CON+(PS*2). Bases are recovered with your Assimilation power.
Assimilation: You may absorb a dead or helpless creature into your body as a full action to regain Bases equal to the absorbed creature's size.
Incorporation: When you use your assimilation power, you may spend Bases equal to the absorbed creature's level to incorporate it into your own biology, stowing away its DNA and cells to be used later.
You may have a number of incorporated creatures up to your Genomes, and may discard any of them at any time to make room for new ones.
Expression: As a Full Action, you may spend a Base to express the genes of one of the creatures you have Incorporated.
For the rest of the scene, you gain a +1 bonus to the highest skill and characteristic the creature had (your choice if tied), and one of its listed abilities or traits (excluding Resource stat). Any extra maximum hp gained from using this power is treated as temporary hit points.
If an ability uses a resource stat to function, you may use Bases instead at a 1:1 ratio. While using this power, your appearance changes to resemble a mixture of yourself and the expressed creature. Using this power multiple times in a scene overwrites the previous usage.
Apoptosis: If you ever run out of Bases, you take one wound, and then another wound every hour until you regain at least one genome.
*DNA Splicing: when you Assimilate a creature, select either a feat or racial power the creature posesed. You may spend 100 exp to gain that feat, or 100+X exp to gain that racial power, where X equals the amount of racial powers you have already obtained with this power times 100 (ie; the first racial power is 100, the second is 200, and so on).
If a feat references or improves a feat or racial ability you do not have, you may not take that feat.
**Autolysis: You may spend Bases to recover HP in combat as a free action. Whenever you spend Bases (even just to activate this ability, though thats a waste) you no longer need to eat, sleep, drink, or breath for the next day.
***Miracle Fusion: when you use your Expression power, you now instead gain +1 to the expressed creature's two highest skills and characteristics, or +2 to their highest skill and characteristic.
****Instant Fusion: you may use your Expression power as a half action.
*****Triple Fusion: when you use your Expression power, you may spend three bases as a Full Action to express two creatures at once (the skill and characteristic increases are cumulative).
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Physical Features:
Assimilator tells: As an Assimilator spends Bases, their body appears warp and distort, showing more and more traces of the various organisms the Assimilator as absorbed, with the creatures they've incorporated being the most prominent, especially when they're actively expressing their genes. The exception to this is if they ever completely run out of bases; at that point their body starts to visibly melt down and fall apart, showing signs of rapid aging until they can replenish themselves, or die trying.
Becoming an Assimilator:
Assimilators are a type of freak mutant, typically being created as part of an advanced science project, warp shenanigans, or on rare occasions just an accident of nature. One could in theory become one, but most are born as they are.
Playing an Assimilator:
An Assimilator is a creature of hunger, always seeking their next meal. As they get almost nothing without using their expression power, which itself is dependent on whatever they come across during a campaign, they aren't forced into any one particular direction.
Assimilators in game:
Feed, consume, assimilate. Take the power of everything you come across and make it your own. try to avoid hitting zero bases.
Adapting Assimilators:
Poyo!