Alright let’s kick this off. In order to cross over Star Wars and Marvel
in a way we have to first establish the various rules that character builds
will use so that they can be used in the Star Wars Fantasy flight game system.
So to start lets establish some rules for what these
things will be and how they will work.
First, these are additional specializations that function
in a similar manner as one would take the “Force-Sensitive Emergent” or “Force
Sensitive Exile” as Universal Specializations.
Super Soldier
Throughout history there has been a record of both allies
and enemies experimenting and creating super soldiers. During the Clone Wars both the Republic and
Separatists factions looked at means and methods of shoring up troop
losses. The additional problem that the
Republic faced was the additional loss of Jedi.
Though Jedi rarely died on the battle field it was still an occurrence,
plus there were only so many Jedi in the galaxy. The need for specialized troops led to
experiments on clones that resulted in the creation of a number of specialized
clone troopers like the “Bad Batch” team as well as the Ark Troopers and the
Commandos. But these were tame and there
only for the benefit of the Jedi to turn a blind eye to. Other experiments were being conducted, ones
that crossed lines that the Jedi knew nothing about; as was often the case in
such things for both the past, the present, and the future.
The same could be said about the Separatist forces. Having only droids at their command for the
most part, the Separatists needed an edge against the Jedi and their clones
that was not mechanical in nature. To
this end the Separatist began experimenting on soldiers as well; their Sith
masters were all too eager to assist in providing the means and way to
experiment on people.
Thus was born the Super Soldier, a being who was more
than what others could be. Some could
stand against legions of droids or even a few Jedi. Once Order 66 was given these special troops
often found themselves on the wrong end of a blaster, but since they weren’t
Jedi the order was not well executed against those who were apart of the
Republic. For those who were Separatists
they suddenly found the head cut off of their leadership and a sudden
appearance of clone troopers doing mop up work.
But this is hardly the end of experimentation and
creation of super soldiers as the Empire still has a hand in this sort of thing
including not only enhanced soldiers, but droids as well.
Universal:
Super Soldier Talent Tree
Super Soldier
Bonus Career Skills: Athletics,
Brawl, Cool, Resilience
Red = Active Blue = Passive
Second Wind
See PHB. – 5pts
|
Heightened Strength
Gain +1 damage when
Brawling or using a Melee weapon, +2 to Encumbrance per rank of Heightened
Strength. – 15pts
|
Toughened
See PHB. – 5pts
|
Heightened Senses
Remove 1 n per rank in Heightened Senses from all Perception
rolls per rank, and distances one can perceive are doubled.
|
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Dodge
See PHB. – 10pts
|
Resolve
See PHB. – 10pts
|
Knockdown
See PHB. – 10pts
|
Intimidating
See PHB. – 10pts
|
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Heightened Strength
Gain +1 damage when
Brawling or using a Melee weapon, +2 to Encumbrance per rank of Heightened
Strength. – 15pts
|
Lethal Blows
See PHB. – 15pts
|
Toughened
See PHB. – 15pts
|
Heroic Surge
Spend a Triumph to gain
an additional number of success equal to the characters Presence score on a
chosen Agility related skill check. – 15pts
|
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Accelerated Healing
When healing naturally with
rest or in a Bacta tank, increase the number of wounds healed by 1 – 20pts
|
Heightened Agility
Increase the difficulty
of all combat checks made against you by 1 step. – 20pts
|
Dodge
See PHB. – 20pts
|
Heightened Senses
Remove 1 n per rank in Heightened Senses from all Perception
rolls per rank, and distances one can perceive are doubled.
|
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Dedication
See PHB. – 25pts
|
Superior Soldier
Once per game session
you may reroll any 1 attack roll. – 25pts
|
Enduring
See PHB. – 25pts
|
Lethal Blows
See PHB. – 25pts
|
There are any number of genetic abnormalities that can
exist, often occurring naturally. But
this is not always the case. Sometimes
people give evolution a helping hand, and in other cases the strap an ion
engine to it just to see what will happen.
Mutations have long been an a field of study both in the past and during
the times of the Republic and the Empire.
This was something different than the super soldier programs, but was
also apart of them. While a super
soldier sought to enhance a person, mutation experiments sought to completely
change them.
Mutant experimentation's had a long history in the Sith,
and over generations the seeds of those experiments progressed, and sometimes
awakened in unexpected ways in seemingly normal people. For some they were born deformed, appearing
different than the race they were originally meant to be. For others it was even more drastic. Some beings showed a capacity toward
heightened strength, agility, or in some extreme cases they grew wings and
could fly. And yet in other cases people
could generate amazing amounts of electricity, or even generate lasers. These were things that people could not do
with the only beings capable of amazing feats being the Jedi.
For along time, mutants were things of rumor, myth and
fear mongering. But with the Clone Wars
came the mutants, many of whom sided with the Separatists. They desired to be left alone and the
Separatists offered them protection in exchange for their aid. It was only near the end of the Clone Wars
when two Jedi masters, Charles Xaver and Eric Len’Shire uncovered the truth
about mutants, and that the Seperatists had no intentions of letting them be in
peace. They were weapons both in the
eyes of the Seperatists, and one simply does not let a weapon get away. Doing what they could the two Jedi masters
worked to hide away the mutants, and destroy any records that they existed.
Then came order 66, and the two Jedi masters were some of
the few able to survive the order as they had chosen to act separately from the
rest of the order to complete their own mission. But the Empire also knew of the mutants and
had their own plans for them. As such a
trap was laid and Eric was captured but not killed. Corrupted by Palpatine himself the former
Jedi master was turned into a brutal inquisitor, his own memories distorted and
changed. He would bring mutants into the
Empire and ensure that they became a formidable force of living weapons.
Charles eventually confronted Eric and in a duel that
should have left him dead, Eric instead crippled Charles who had managed to
break through Eric's conditioning to some extent. All the while the mutants they had with them
fought each other. In the end, Charles’s
forces succeeded in forcing Eric’s forces to withdraw.
Universal: Mutant
Descendent Talent Tree
Restriction: Mutants cannot learn to use the Force.
Gain Mutation Rating
1
Mutation Rating: This works in a similar manner to Force
Rating. Each point in one’s rating
allows the character to roll Â
Force die. Though unable to use the
Force the die allows for mutant to use their powers, which are treated in a
similar manner as Force powers.
Red = Active Blue = Passive
Physical
Change
Exhibit an obvious or unobvious physical alteration from that of
base race that may reduce a n die to a
single chosen action. – 5pts
|
Shadow
Survival
Deception and Streetwise become career skills. – 5pts
|
Grit
See PHB. – 5pts
|
Forager
See PHB. – 5pts
|
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Additional Physical
Change
Exhibit an obvious or unobvious physical alteration from that of
base race that may grant a n die to the
chosen skill use from Physical Change. – 10pts
|
Hide Nature
Add n per rank of Hide Nature to Deception
Rolls. – Cost 10pts
|
Rapid
Recovery
See PHB. – 10pts
|
Toughened
See PHB. – 10pts
|
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Physical
Change
Exhibit an obvious or unobvious physical alteration from that of
base race that may reduce a n die to a
single chosen action. – 5pts
|
Grit
See PHB. – 5pts
|
Hide Nature
Add n per rank of Hide Nature to Deception
Rolls. – Cost 15pts
|
Convincing
Demeanor
See PHB. – 15pts
|
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Additional
Physical Change
Exhibit an obvious or unobvious physical alteration from that of
base race that may grant a n die to the
chosen skill use from Physical Change. – 10pts
|
Toughened
See PHB. – 20pts
|
Overpower
If a die roll comes up as blank, once per game session you can
reroll the die. – 20pts
|
Rapid
Recovery
See PHB. – 10pts
|
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Dedication
See PHB. – 25pts
|
Mutation
Rating
Gain +1 Mutation Rating. – 25pts
|
Indistinguishable
See PHB. – 25pts
|
Resilient
Genetics
Spend 1 Destiny point to ignore the effects of poisons &
diseases on the character until the end of an encounter. – 25pts
|
Physical Change
notes: In lieu of a Boost Die or
reduction of a Penalty Die the character may instead choose to gain a wings or
even a tail.
·
Wings allow for flight with movement being
equal to how the character would normally move around, but the character has a
turn radius and requires an Acrobatics roll in order to to make tight turns
and corners. Wings are large and bulky
and thus can keep a person from using normal space suits and armor.
·
Extra Arms allow a person to hold more objects
but do not grant extra attacks unless the character makes use of the Two-Weapon
fighting, multiple attack rules. Though
the extra arms are typically undersized compared to the character’s normal arms
and lack the full range of strength that they can use (treat the Brawn score as
if halved for determining what the smaller arms can do).
·
Claws provide a natural weapon for the character
in the form of clawed fingers (& toes if desired). Damage is akin using brass knuckles for
clawes, and they provide a Boost die to climbing rolls on appropriate surfaces.
Additional Physical Change can be taken to allow for the
existing physical change a character has taken to instead be enhanced upon in
some way.
·
Wings can be folded up to be more compact that
they normally would be thus allowing for better ease in concealing them, or
fitting into a space suit.
·
With Extra Arms the additional arms are now
normal sized and a characters capacity to lift and do damage with the arms is
like as if they were using their normal arms.
·
Claws at this point can be retracting and can be
longer. Finger claws retract in a
bit but when extended deal an extra +2
damage. The other option is for longer
claws or a blade that retracts into the arm/foot. The damage is +2, but they provide no boost
die for climbing.
Well here are just some of the mutant powers that I have completed (8/17/2015). Now keep in mind that I have attempted to keep these balanced with Force powers to some degree, however there was no denying the usefulness of these powers, as such you will see that nearly all of the powers noted below will have XP costs higher than that of Force powers.
Mutant Powers
Mutants have a specific array of powers that they can
have. Typically a mutant will have one
power set that they can master, but some do develop additional power sets. The initial power set for a mutant costs the
normal amount of XP to buy, like Force powers…however each additional power set
that a mutant takes up beyond their initial power set sees the XP cost increase
by +10. The difference between Force
powers and Mutant powers is that a character’s Mutation Rating can be increased
via their powers. Also mutation powers
cost more XP than Force Powers due to them providing effects that are generally
more useful or powerful than Force powers.
Mutant Power Tree: Enhanced Agility
Prerequisites: Mutation Rating 1+
Enhanced Agility Basic Power – Cost 20
The user may spend ¡ to gain a Success or Advantage (user’s choice) on
any Agility skill roll.
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Evasive
Spend ¡ to apply a n to opponents attack rolls made against your
character. – 10pts
|
Strength
Spend ¡ to add an additional Success to Initiative rolls. –
5pts
|
Dual Proficiency
Spend ¡ to add an additional Success or Advantage to attack
rolls made when engaging in Two-Weapon Combat. – 10pts
|
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Evasive
Spend ¡ to apply a n to opponents attack rolls made against your
character. – 10pts
|
Strength
Spend ¡ to add an additional Success to Initiative rolls. –
5pts
|
Dual Proficiency
Spend ¡ to add an additional Success or Advantage to attack
rolls made when engaging in Two-Weapon Combat. – 10pts
|
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Move
Your range of movement
increases allowing you to move from Short to Long range. – 10pts
|
Improved Coordination
Spend ¡ to apply a n to Agility skill rolls. – 10pts
|
Superior Agility
Ongoing Effect: Commit Â. The user
increases their Agility Characteristic by 1 (to a maximum of 6). – 10pts
|
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Improved Coordination
Spend ¡ to apply a n to Agility skill rolls. – 10pts
|
Mutation Rating
Gain +1 Mutation Rating.
– 25pts
|
Mutant Power Tree: Enhanced Brawn
Prerequisites: Mutation Rating 1+
Enhanced Brawn Basic Power – Cost 20
The user may spend ¡ to gain a Success or Advantage (user’s choice) on
any Brawn skill roll.
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Boosted Strength
Gain a +1 to all melee
damage rolls, +2 to Encumbrance. – 10pts
|
Thick Skinned
Spend ¡ to add a +1 to the character’s Soak value. – 5pts
|
Resistance
Ongoing Effect: Commit Â. Add a +1 to
Defense (Melee & Ranged), +1 to melee damage, +2 Encumbrance. – 15pts
|
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Boosted Strength
Gain a +1 to all melee
damage rolls, +2 to Encumbrance. – 10pts
|
Thick Skinned
Spend ¡ to add a +1 to the character’s Soak value. – 5pts
|
Heavy Hitter
Spend ¡ to apply a n to Brawl and Melee skill rolls, but only for
determining extra damage done. – 10pts
|
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Boosted Strength
Gain a +1 to all melee
damage rolls, +2 to Encumbrance. – 10pts
|
Heavy Hitter
Spend ¡ to apply a n to Brawl and Melee skill rolls, but only for
determining extra damage done. – 10pts
|
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Boosted Strength
Gain a +1 to all melee
damage rolls, +2 to Encumbrance. – 10pts
|
Mutation Rating
Gain +1 Mutation Rating.
– 25pts
|
Superior Brawn
Ongoing Effect: Commit Â. The user
increases their Brawn Characteristic by 1 (to a maximum of 6). – 10pts
|
Mutant Power Tree: Density
Prerequisites: Mutation Rating 1+
Notes: Density creates a physical change in the
person’s appearance when the power is in use.
Often taking on a metallic or stone like texture to their skin, though a
more leathery or tougher appearance is also possible. Players are encouraged to choose an
appearance that their skin takes on when the power is in use.
Limitations: Density cannot be taken with the Speed power.
Density Basic Power – Cost 20
Ongoing Effect: Commit Â. Increase
Soak by 1, Wound Threshold increased by 2, and resistance to being pushed or
knocked down imposing a n
to the opponents roll.
|
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Dense Strength
Gain a +1 to all melee
damage rolls, +2 to Encumbrance, only while Density power is active. – 10pts
|
Heavy Hitter
Spend ¡ to apply a n to Brawl and Melee skill rolls, but only for
determining extra damage done. – 10pts
|
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Improved Density
Improve the effect of
the Density Basic power. Increase Soak
by an additional +1, Wound Threshold increased by +2, and resistance to being
pushed or knocked down imposing a n to the opponents roll. – 20pts
|
Dense Strength
Gain a +1 to all melee
damage rolls, +2 to Encumbrance, only while Density power is active. – 10pts
|
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Dense Strength
Gain a +1 to all melee
damage rolls, +2 to Encumbrance, only while Density power is active. – 10pts
|
Heavy Hitter
Spend ¡ to apply a n to Brawl and Melee skill rolls, but only for
determining extra damage done. – 10pts
|
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Dense Strength
Gain a +1 to all melee
damage rolls, +2 to Encumbrance, only while Density power is active. – 10pts
|
Ablative Defense
Add a +1 to Melee and
Ranged Defense while Density power is active. – 20pts
|
Ablative Defense
Add a +1 to Melee and
Ranged Defense while Density power is active. – 20pts
|
Mutation Rating
Gain +1 Mutation Rating.
– 25pts
|
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Mutant Power Tree: Speed
Prerequisites: Mutation Rating 1+
Limitations: Speed cannot be taken with the Density power.
Speed Basic Power – Cost 20
Ongoing Effect: Commit Â. Increase
the difficulty of all attack rolls made against you by 1 step.
|
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Move
Your range of movement
increases allowing you to move from Short to Long range. – 10pts
|
Evasive
Spend ¡ to apply a n to opponents attack rolls made against your character.
– 10pts
|
Improved Coordination
Spend ¡ to apply a n to Agility skill rolls. – 10pts
|
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Improved Move
Your range of movement
increases allowing you to move from Short to Extreme range. – 20pts
|
Evasive
Spend ¡ to apply a n to opponents attack rolls made against your
character. – 10pts
|
Improved Coordination
Spend ¡ to apply a n to Agility skill rolls. – 10pts
|
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Speedy Evasion
When the target of an
area affecting attack spend ¡ to immediately move from the affected area. – 20pts
|
High Speed Strikes
Spend 3 Advantage or one
Triumph to allow an additional melee attack roll to be made, though this
additional melee attack sees an increase in its difficulty by 1. You may continue to spend advantages and
Triumphs in this manner until an attack misses (the difficulty increasing
each time. Each additional attack that
successfully lands also sees its damage reduced by 1 per attack made. The maximum number of melee strikes a character
can make is limited to their Agility score. – 25pts
|
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Mutation Rating
Gain +1 Mutation Rating.
– 25pts
|
Moving Melee Defense
So long as you take a
move action you gain a +1 to Melee Defense. – 15pts
|
Moving Ranged Defense
So long as you take a
move action you gain a +1 to Ranged Defense. – 15pts
|
Mutant Power Tree: Blast
Prerequisites: Mutation Rating 1+
Limitations: The player must decide how the blaster effect
is emitted from the body. This cannot be
changed once decided upon. Typically it
will be the hands, eyes, or even the mouth.
Special Effect: When the power is used, the part of the body
that it is emitted from glows before the attack is launched. The effect can be electrical or blaster/laser
like in effect. Typically the emitter
points show some form of deformity noticed upon close inspection.
Attack Rolls: Attack rolls are made differently than with
normal firearms. Here the character
makes use of their Perception skill instead of their combat skills to make
attack rolls. Penalties for making
ranged attack rolls all still apply.
Blast Basic Power – Cost 15
The user may spend ¡ to do damage at short range equal to their Presence
score. You can also spend Strain to
increase damage by 1 point per point of strain spent.
|
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Magnitude
Spend ¡ to increase the targets affected equal to Magnitude
upgrades purchased – 5pts
|
Power
Increase the damage of
the attack by +1. – 10pts
|
Empower
Spend 5 XP per Weapon
Quality you wish for your attack to permanently take on. Those allowed are:
·
Blast
·
Concussive
·
Disorient
·
Knockdown
·
Ion
·
Pierce
·
Stun Setting
·
Sunder
·
Vicious
Once all are chosen no
new qualities may be taken. You are
limited in the number of qualities you can have being equal to your Presence
score (the same quality can be chosen multiple times.
|
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Magnitude
Spend ¡ to increase the targets affected equal to Magnitude
upgrades purchased – 5pts
|
Range
Range of the attack is
increased by 1 range band, equal to the number of Range upgrades purchased. –
10pts
|
Power
Increase the damage of
the attack by +1. – 10pts
|
Power
Increase the damage of
the attack by +1. – 10pts
|
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Magnitude
Spend ¡ to increase the targets affected equal to Magnitude
upgrades purchased – 5pts
|
Power
Increase the damage of
the attack by +1. – 10pts
|
Range
Range of the attack is
increased by 1 range band, equal to the number of Range upgrades purchased. –
10pts
|
Full Power
Spend ¡ to apply a n to Perception rolls made to attack with this power.
– 10pts
|
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Magnitude
Spend ¡ to increase the targets affected equal to Magnitude
upgrades purchased – 5pts
|
Mutation Rating
Gain +1 Mutation Rating.
– 25pts
|
Trick Shot
When an attack with the
power is missed, spend ¡
to reroll the attack roll but with a n applied to the roll. If this second roll succeeds the shot is
bounced off of a surface and managed to strike the target. – 20pts
|
Mutant Power Tree: Adhesion
Prerequisites: Mutation Rating 1+
Adhesion Basic Power – Cost 15
The user is able to adhere
to nearly any surface they come on contact with. This allows them to move up walls or across
ceilings with out the need for any sort of mechanical assistance. The character can move with in their normal
range of movement along an applicable surface. Surfaces that a person cannot move along
include surfaces that are slippery or where contact with a solid surface is
not possible due to build up os sludge on the surface. Adhesion abilities do not work when wearing
thick protective clothing like Stormtooper armor.
|
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Resist Knockdown
When an attack or effect
would knock the character down, spend ¡ to force the opponent to need to spend an
additional number of Advantages equal to the character’s Brawn score in order
to succeed in knocking down the character. – 10pts
|
Push Resistance
When an attack or effect
would push the character back, spend ¡ to force the opponent to need to spend an
additional number of Advantages equal to the character’s Brawn score in order
to succeed in pushing the character back. – 10pts
|
Acrobatic Movement
The character may make
use of the Acrobatics skill while adhired to a surface. – 5pts
|
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Mutation Rating
Gain +1 Mutation Rating.
– 25pts
|
Superior Cling
Ongoing Effect: Commit Â. You can
ingnor the rule on not being able to wear thick/heavy clothing or armor when
using the Adhesion power. – 25pts
|
Mutant Power Tree: Regeneration
Prerequisites: Mutation Rating 1+
Regeneration Basic Power – Cost 15
When healing naturally
you instead recover 1 Wound after 8 hours instead of needing a full nights
rest. Additionally they are allowed a
to make their Resilience check to recover from a Critical Injury at this time
as well.
|
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Time
Reduce the time interval
of natural healing from 8 hours to 4 hours. – 10pts
|
Strength
Increase the the wounds
healed from natural healing to 2. – 15pts
|
Reduce Critical
When subject to a
critical hit the effect is lessoned due to the characters accelerated healing
abilities. As such when rolling on the
Critical Injury Result table reduce the result by 10. – 10pts
|
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Time
Reduce the time interval
of natural healing from 4 hours to 2 hours. – 15pts
|
Strength
Increase the wounds
healed from natural healing to 3. – 20pts
|
Reduce Critical
When subject to a
critical hit the effect is lessoned due to the characters accelerated healing
abilities. As such when rolling on the
Critical Injury Result table reduce the result by 10. – 10pts
|
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Time
Reduce the time interval
of natural healing from 2 hours to 1 hour. – 20pts
|
Strength
Increase the wounds
healed from natural healing to 4. – 25pts
|
Accelerated Healing
Spend ¡ to either counter act a single Critical Injury or
to recover an amount of Wound points equal to the character’s Brawn Score,
once per encounter. – 25pts
|
||||
Time
Reduce the time interval
of natural healing from 1hour to 30 minutes. – 25pts
|
Mutation Rating
Gain +1 Mutation Rating.
– 25pts
|
Healing Factor
Ongoing Effect: Commit Â. You heal 1
wound point on your turn, and are allowed an immediate Resilience check to
recover from any Critical Injuries that the character may have sustained. –
25pts
|
Mutant Power Tree: Enhanced Senses
Prerequisites: Mutation Rating 1+
Enhanced Senses Basic Power – Cost 15
You may substitute your
Perception skill for other skill rolls when applicable in situations where
having heightened senses could allow one to garner new or different
information. – 10pts
|
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Heightened
Gain a n to all Perception rolls made. – 5pts
|
Heightened
Gain a n to all Perception rolls made. – 5pts
|
Area Awareness
Your heightened senses
work to paint a picture of the area around you, allowing you to be aware of
your surroundings even if one sense is blinded. This allows the character to operate in
total darkness with no penalties, or other situations where they have lost
the use of a sense. – 15pts
|
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Better Perceptions
Reduce the penalties for
perceiving things visually or audibly by one n. – 10pts
|
Better Perceptions
Reduce the penalties for
perceiving things visually or audibly by one n. – 10pts
|
Superior Combat Awareness
Spend ¡ to apply a n to all enemy attack rolls made against you that you
are aware of until the start of your next turn.
|
||||
Track by Smell
You can make use of the
Perception skill to track a target via scent. – 10pts
|
Mutation Rating
Gain +1 Mutation Rating.
– 25pts
|
Danger Sense
Ongoing Effect: Commit Â. You cannot
be the victim of a surprise attack.
During the surprise round of actions the character may act
normally. Additionally opponents take
a n
when attempting to lead the character into a situation that would put them in
danger. – 25pts
|
Mutant Power Tree: Metamorph
Prerequisites: Mutation Rating 1+
Metamorph Basic Power – Cost 20
Ongoing Effect: Commit Â. You can
alter your appearance so as to blend in with others of your base race (human,
Wookie, etc.). These are subtle
changes like skin color, hair color, eye color, and tone of voice. If scrutiny is put to the character’s
appearance then they may be required to make an applicable skill roll to
maintain the deception in the given circumstance. Note that this does not affect cloths nor
does it create cloths.
|
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Voice Mimic
Your ability to mimic
voices increases to allow you to mimic the voices of others of your race
better, or of other races with some difficulty. If mimicking a voice of your own race (male
or female) you gain a n
die. If mimicking the voice of another
race you take a n die. These
dice are only applied to applicable rolls in situations where one’s voice is needed.
– 10pts
|
Appearance Mimic
Your ability to mimic
appearances increases to allow you to mimic either male or female forms of
your own race. You also can mimic the
form of another race but with some difficulty. If mimicking the appearance of your own race
(male or female) you gain a n die. If mimicking
the appearance of another race you take a n die. These
dice are only applied to applicable rolls in situations where one’s voice is needed.
– 10pts
|
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Perfected Voice Mimic
When mimicking the voice
of your own race you can mimic male or female voices perfectly of your own
race, and when mimicking the voice of another race you mimic it decently
enough to pass most scrutiny. When mimicking
The voice of another race the character receives no bonuses or penalties to
any applicable rolls. If mimicking the
voice of someone of your own race you gain an additional n die. – 15pts
|
Perfected Appearance Mimic
When mimicking the appearance
of your own race you can mimic male or female appearances perfectly. And when mimicking the appearance of
another race you mimic their appearance decently enough to pass most
scrutiny. When mimicking the
appearance of another race the character has no bonuses or penalties to any
applicable rolls. If mimicking the
appearance of someone of your own race you gain an additional n die. – 15pts
|
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Flawless Study
When mimicking a person
whom you have spent time studying, you may spend ¡ when interacting with anyone whom knows the person
you are mimicking. Apply n to any skill roll made to interact with the person
for that instance.
|
Mutation Rating
Gain +1 Mutation Rating.
– 25pts
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Eidetic Mimicry
After seeing a person
once the character can spend ¡ to mimic their physical appearance and voice
perfectly based upon what they see and hear.
If they have not heard the target voice then it cannot be mimicked. Additionally the character can remember any
other mimics they have done in the past.
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