What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

Also please feel free to click on any ads that are on my blog here, doing so really helps me out.

Tuesday, August 11, 2015

Marvel into Star Wars (FFG version) Conversion (4th Update - 08/24/2015)

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.

Please keep in mind that I will be updating this particular blog page as I create new things for this.

======================================================================

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.







Dodge
See PHB. – 10pts

Resolve
See PHB. – 10pts

Knockdown
See PHB. – 10pts

Intimidating
See PHB. – 10pts







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







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.







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



 =======================================================================

Mutation Descendant
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  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







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







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







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







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.







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







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







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







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.







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








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







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







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.





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





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





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







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



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.





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





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





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





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.







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.







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







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







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.







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







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.







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







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







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







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







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.







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







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







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

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.




No comments:

Post a Comment