Magical Material - Symbiont
Oct 3, 2018 20:12:33 GMT -6
Post by Amanojyaku on Oct 3, 2018 20:12:33 GMT -6
A variety of strange and unique organisms have equal opportunity to spawn in the biological free-for-all known as the Beastlands. None, however, are odder than the creepy crawly critters known as Symbionts. Less of a magical material and more of a magical creature, a Symbiont can attach itself to a host (willing or otherwise) and, in exchange for some life energy, operate as an extension of their host's body. Whether the Symbionts are a species native to the Beastlands or were only discovered there is unknown.
Symbionts that take the form of weapons and armor are clearly organic, such as a whip-like worm or a living breastplate covered in chitin. Symbionts are generally cooperative with their hosts' wishes, but getting an unwanted parasite off your back is easier said than done.
Melee Weapon: Spend a resource point or take a wound. If you do, this weapon gains +1k0 damage and Tearing on its next attack during this turn.
Ranged Weapon: Once per scene, you may spend a resource point or take a wound and perform a Reload action. If you do, this weapon will generate one clip (or three arrows, bolts, etc for weapons with a clip size of 1) of normal ammunition.
Ammunition: If a target takes a wound from this weapon, they must also make a TN 15 Constitution Test or become Diseased (as per the Diseased Condition) for 1d5 hours.
Armor: You gain a temporary hit point on every hit location protected by this armor. These temporary hit points must be lost before you start taking wounds on that hit location normally. You may take a level of Fatigue to refresh these temporary hit points when they are lost.
Bionic Arm: You can detach this arm and use it as a Familiar (as per the Obtain Familiar feat). The arm also grants a Claw weapon (1k1 R or I; Melee, Brawling) and a +1k0 bonus on Strength and Dexterity checks.
Bionic Locomotion: You can Shift as a Reaction, and gain a +1k0 bonus to Acrobatics and Athletics tests.
Bionic Heart: You gain the Hardy and Decadence feats. You can spend a Hero Point to gain Regeneration (1) for a number of rounds equal to your Constitution.
Promethean Material Asset
Symbiont
Symbionts are biological organisms that can emulate the functions of weapons and armor. You gain additional hit points equal to your Generation, and can be healed with Medicae at a -2k1 penalty. You can spend Pyros to gain a natural weapon with the following profile (2k1 R or I; Melee, Brawling). This natural weapon lasts for a scene.
Symbionts that take the form of weapons and armor are clearly organic, such as a whip-like worm or a living breastplate covered in chitin. Symbionts are generally cooperative with their hosts' wishes, but getting an unwanted parasite off your back is easier said than done.
Melee Weapon: Spend a resource point or take a wound. If you do, this weapon gains +1k0 damage and Tearing on its next attack during this turn.
Ranged Weapon: Once per scene, you may spend a resource point or take a wound and perform a Reload action. If you do, this weapon will generate one clip (or three arrows, bolts, etc for weapons with a clip size of 1) of normal ammunition.
Ammunition: If a target takes a wound from this weapon, they must also make a TN 15 Constitution Test or become Diseased (as per the Diseased Condition) for 1d5 hours.
Armor: You gain a temporary hit point on every hit location protected by this armor. These temporary hit points must be lost before you start taking wounds on that hit location normally. You may take a level of Fatigue to refresh these temporary hit points when they are lost.
Bionic Arm: You can detach this arm and use it as a Familiar (as per the Obtain Familiar feat). The arm also grants a Claw weapon (1k1 R or I; Melee, Brawling) and a +1k0 bonus on Strength and Dexterity checks.
Bionic Locomotion: You can Shift as a Reaction, and gain a +1k0 bonus to Acrobatics and Athletics tests.
Bionic Heart: You gain the Hardy and Decadence feats. You can spend a Hero Point to gain Regeneration (1) for a number of rounds equal to your Constitution.
Promethean Material Asset
Symbiont
Symbionts are biological organisms that can emulate the functions of weapons and armor. You gain additional hit points equal to your Generation, and can be healed with Medicae at a -2k1 penalty. You can spend Pyros to gain a natural weapon with the following profile (2k1 R or I; Melee, Brawling). This natural weapon lasts for a scene.