Saturday, July 11, 2009
Cthulhutech: Shoggoths
NEG TRANSMISSION 11235813
CLASSIFICATION TOP SECRET / PARADISE COIL JINX
CIRCULATION WITHIN RESTRICTED CHANNELS ONLY
DO NOT COPY
1. (S / ORCON) PARADISE COIL JINX are a construct species that, according to information derived from the 1930-31 Miskatonic University Pabodie Expedition Report, were created by PARADISE COIL no later than the end of the Devonian Period (approximately 375 mya) and possibly as early as the Eoarchean Era (approximately 3800 mya). PARADISE COIL JINX were used primarily as construction equipment, although PARADISE COIL records dating to the Permian Period indicate that they could serve adequately as war machinery.
2. (TS / ORCON / WNINTEL) RAINBOW HELIX, RAINBOW WHISPER, and VICTOR HANDSHAKE all deny that PARADISE COIL JINX ever existed.
3. (TS / ORCON) There is no reliable information to suggest that BLUE HADES or the Migou are able to command or control PARADISE COIL JINX.
4. (C / ORCON) PARADISE COIL JINX takes the form of "a viscous jelly which [looks] like an agglutination of bubbles... each of which [averages] about fifteen feet in diameter when a sphere. They [have], however, a constantly shifting shape and volume; throwing out temporary developments or forming apparent organs of sight, hearing, and speech in imitation of their masters, either spontaneously or according to suggestion." They were designed to be primarily aquatic, but are fully capable of functioning on land. Although a diameter of fifteen feet is mentioned as an average, there is no reason to assume that PARADISE COIL JINX is limited to this size.
5. (TS / ORCON / SCI) Analysis of PARADISE COIL JINX tissue samples reveals double helix DNA composed of adenine, cytosine, guanine and thymine bases, possessing a structure resembling the human mitochondrial genome. The cells function superficially like totipotent stem cells; they are able to differentiate into any other form of cell, but possess the unique ability to dedifferentiate back into their original state once the cell has performed its function. Field observation and laboratory analysis indicate that PARADISE COIL JINX possess no discrete organ systems. PARADISE COIL JINX is capable of metabolizing any known terrestrial biological matter.
6. (C) PARADISE COIL JINX lack of a defined anatomy makes it functionally immune to conventional weapons. Kinetic weapons and poisons are useless. Gross tissue damage from burning (chemical or thermal) is effective, but the target must be burned entirely to ash in order to kill it. PARADISE COIL JINX is capable of recovering from any amount of damage in time, particularly with access to food.
7. (C) If PARADISE COIL JINX is encountered during a field operation, all units are ordered to not initiate an engagement. Keep PARADISE COIL JINX under observation and contact your superior officer.
Average Shoggoth
(aka PARADISE COIL JINX)
Allegiance: None.
Scale: Integrity
Size: Small (typically 15' in diameter)
Attributes: Agility 5, Intellect 0, Perception 6, Presence 4, Strength 10, Tenacity 10, Variable Pool 5[note 1]
Secondary Attributes: Actions 1, Orgone 10, Reflex 3
General Skills: Observation: Adept (3), Performance - Mimicry: Focused Novice (1/2), Stealth: Novice (2)
Combat Skills: Dodge: Student (1), Fighting: Expert (4) Weapons: Pseudopod Slam (+0 plus entangle), Suck and Assimilate (+2)
Damage Bonus: +2
Integrity: 15
Armor: 2/2 vs burning or caustic attacks (fire, acid, electricity, mystic blast, etc), suffers no damage from physical attacks (punches, kicks, bullets, many explosions, etc)
Assimilate: A shoggoth grows by feeding. Every 100 wound points (10 Integrity points) of damage inflicted by the "suck and assimilate" attack on an organic target allows a shoggoth to permanently add 1 Integrity point, and also increase its Strength or Tenacity by 1. Every 400 wound points (40 Integrity) assimilated also increases the shoggoth's Variable Pool by 1. Two hours of rest and digestion are required to gain the increase.
Slough Flesh: A shoggoth may restore itself to full health by permanently sacrificing one point of Integrity for every two wound levels it heals. Healing in this fashion places the shoggoth at the minimum number of Integrity points for that wound level. Each time a shoggoth sloughs flesh, it must also reduce its Strength or Tenacity by 1. For every 4 points of Strength and/or Tenacity lost to soughing flesh, reduce the shoggoth's Variable Pool by 1. (For example, a standard shoggoth at Death's Door may heal itself to Flesh Wounds by reducing it's Integrity from 15 to 13. It would then have 1 point of damage, and a new Strength and Tenacity score of 9 each) Sloughing flesh also reduces the shoggoth's diameter by 6 inches.
Fear Factor: 20
Temperament: Predatory and Aggressive
Senses: Acute Hearing, Acute Touch, Nightvision, Sonar
Movement & Speed: Land [19 mph, 47/11 ypt], Swimming [25 mph, 62/14 ypt]
[1] Variable Pool: As a standard action, a shoggoth may distribute these 6 points into any attribute desired. A shoggoth may also spend 2 points from the variable pool to gain one extra action at no penalty.
Thursday, July 9, 2009
Cthulhutech: Refugees of the Dreamlands
For several months, now, there have been strange rumors from bug-occupied England. The reports, obviously unconfirmed, are that King Arthur has returned in the time of the greatest need of his country. Appearing from under Glastonbury Hill, he marched forth at the head of a host of a hundred knights wearing jade-green armor and carved a new Camelot - which and his knights call "New Selifaes" out of the wreckage. Both the bugs and the frogs have made several seperate attempts to smash or subjugate the new kingdom, but (so far) the magics of Merlin and the might and steel of the Round Table have kept the people safe.
In truth, the rumors are close to the mark and as far as possible from the truth. As the Dreamlands were being destroyed, King Kuranes of Celephais gathered as many of his people as would listen to his warnings, and led them on an exodus across the Tanarian Hills, through the Enchanted Woods, up the Seven Hundred Steps of Deeper Slumber and the Seventy Steps of Light Slumber, and out into the waking world. It was a terrible march, with nine out of every ten refugees lost to creatures out of nightmare or to the Unmaker of Dreams itself. At the final stand, King Kuranes had to be dragged alongside the priests Nasht and Kaman-Tha from the Cavern of Flame by his own Knights of Silver and Jade. Even now he can still hear the agonized screams of the rearguard echoing up the Seventy Steps as the Unmaker rends them from existance, and he weeps.
His kingdom gone, his beloved England doubly transformed beyond recognition by the passage of time and the occupation of the Migou, Kuranes has set himself to the creation of a new Celephais. His Knights wear armor forged of lunar silver and the green jade of Ckykranosh, traded from the cats of Ulthar, and they bear swords and lances blessed by the weak gods of Earth - they had no potency against the God that destroyed their world, but they serve well against the lesser horrors that ravage their adopted home (Game Mechanics: the armor offers hybrid protection and the the swords do hybrid damage; they are functionally indestructible).
New Celephais has not yet had contact with the outside world. As far as Kuranes and his knights know, they are the last bastion of humanity in a world overrun with monsters.
Cthulhutech: The West Formula
I don't think this is a bad thing. I, for one, would love to see more transhumanism in Cthulhutech.
Even though arcanotechnology is common and accepted in the NEG, I suspect that they would still perfer use of the West Formula to revive dead soldiers. In fact, the development of nanotechnology should make use of the West Formula as common as the use of medical sorcery.
Think about it.
As seen in "Herbert West - Reanimator" the serum was pretty much complete. Assuming that a corpse was fresh enough, it could be restored to life with no loss of mental facilities (see part IV, "The Scream of The Dead" and later references to the reanimation of the "well-dressed stranger"). The formula is sound, even if Dr. Herbert West himself was not.
[Rough mechanics for the West Formula: There is a time limit, even for use of this formula. Every 10 minutes that passes between death and administration of the formula, reduces the deceased's Intellect by 1 and increases the deceased's Tenacity by 1. Every 15 minutes that passes decreases Perception and Presence by 1 and increases Strength by 1. Refrigeration will double the intervals, while an exceptionally damp or warm environment will halve the intervals.
Each time an attribute adjusts, add 1 Insanity Point. If Intelligence falls to 0, you get a rabid animal with no fear of Humans. Cannibalism is distressingly common at this point.
If the brain is destroyed, all bets are off. Double Strength and Tenacity, eliminate all Perception and Presence, and watch the mindless thing go berserk.]
So, we can fully restore life to the dead with a simple and relatively inexpensive formula. All that is necessary is to get to the corpse quickly enough.
Enter nanotechnology.
Assuming the deceased does not have a living will that specifies he is not to be reanimated upon death (and no military personell of the NEG are allowed to have such a living will during their term of service), and assuming that the corpse is reasonably intact (particularly the brain), a suite of nanobots are introduced to the corpse. These nanobots are a variant of the standard medical nanobot and serve three functions: they attack the various bacteria that cause decomposition, they repair any damage sustained by the corpse (whether by decomposition, injury, or illness), and they administer an "embalming fluid" also derived from Dr. West's experiments which further retards the process of decomposition.
Once the corpse has been fully repaired, a series of injections of the West Formula and a second set of nanobots is made into the corpse. The West Formula is used to revive the deceased, and the nanobots are used to ensure the proper delivery of the West Formula to the cells in the precise amounts required.
[Rough game mechanics: Assuming the brain of the corpse is intact, this process allows the deceased to be revived at any point after death. If necessary, a new body can be cloned and the brain transplanted in.
If you think that is a little over the top, assume that this nanotherapy multiplies the above-listed intervals by a factor of 10 to 20.]
Since the Formula is purely a chemical formula (no magic need apply), this treatment isn't even expensive. A nanofactory with the appropriate blueprint software can manufacture it and the nanobots that go with it in any quantity necessary.
Oh, by the way. The Formula requires a Permit, and it's use is watched closely by the NEG. You can use it to animate bits and pieces of things, and the NEG disapproves.
Cthulhutech: Resurrection
RESTORATION OF THE ESSENTIAL SALTS
Third Order
aka: Resurrection
Type: Enchantment
Legality: Illegal [note 1]
Learning Time: 1 week for full ritual, 10 minutes to simply restore existing salts
Insanity Test: Average/1 Insanity Point
Occult Rating Required: Novice
Intellect Required: 7
Tenacity Required: 8
Prep Time: 7 days for preparation of salts, none to restore the salts
Casting Time: None for preparation of salts, 1 minute to restore the salts
Difficulty: Challenging
Extended Tests Required: 3 to prepare the salts, none to restore the salts
Ruach Cost: 20 to prepare the salts [note 2], 5 to restore the salts
Components & Requirements: (All of the following are required only to prepare the essential salts.) Several heavy knives, various herbs and minerals, a brass or bronze conatiner large enough to hold a human body, hydrogen peroxide in sufficient quantity to cover a human body placed in the container, source of heat.
Effects: This spell enables a sorcerer to restore life to the dead. The corpse to be prepared need not be intact. The spell actually consists of two parts. The first is the ritual to prepare a corpse for revival by rendering it down to it's "essential salts". Any sorcerer may do this, and the salts will keep indefinatly as long as they are kept dry.
The second part of the ritual allows the sorcerer to restore the salts to life. Moisture and substance are drawn from World of Elements to reconstitute the body exactly as it was in life. Sorcerers are divided as to why the memories and personality return as well, but they do. If the spell is successfully cast, the recipient will live again as if he had never died.
There is a penalty for failure, however. For the first part of the ritual, critical failure means that the corpse has been damaged beyond repair and can never be restored. For the second part, critical failure means that sloppy laboratory technique has lost a portion of the salts. What reanimates is, to put it mildly, grotesque, insane, and dangerous. The storyteller is free to create this monstrosity however desired, but the stats of a shade corpus or even a N'athm are not unreasonable. Let the sorceror beware, and not call up that which he cannot put down.
Note 1: I originally proposed "Restricted". Matt's reasoning for making it illegal was as follows:
Also, this spell is just plain illegal. The NEG would not approve of something that has such a high potential to create a monster – it would basically be considered a summoning spell. What you qualified as restricted is the same as illegal – you have to be an employee of the government or military and have special dispensation to know it.I don't see anything wrong with leaving it "Restricted", but that could change the nature of the setting substantially. Be warned.
Note 2: I originally suggested a ruach cost of 0 to prepare the salts, as that component of the spell is really more of a chemical or alchemical process. Really, anybody with some basic skills in chemistry or even in cooking could perform this by following the recipe as written. Heck, you could even program a limited AI to perform this spell as long as it had the appropriate robotic limbs. 20 ruach is the Matt Grau approved version.
Monday, June 29, 2009
Waste World: Orkz
Ork Boyz
DX | ST | IN | PW | LF | MR | AR |
0 | +1 | 0 | -1 | 12 | 5 | 2 |
Advantages: Fast Healing, Hardy, Immune to Disease, Immune to Poison
Special Powers: Armor (AR 2), Dark Sight, Fangs
Description
Powerfully-built humanoid xenogens with minimal body hair, heavy tusk-like fangs, and dull green skin. Orks tend to be ultraviolent and agressive, and often seem stupid due tho their direct ("Kill 'em al an' let Gork sort 'em out!") approach to life. Their lives in the Great Northern wastes are much like those of more conventional Skavenger groups, and they have adopted similar manners of dress and weapons. Hide armor, big guns (which they call "shootas"), and deathtrap-looking vehicles are especial favorites.
Ork Nobz
DX | ST | IN | PW | LF | MR | AR |
+1 | +2 - +3 | 0 | -1 | 14 - 16 | 6 | 2 |
Advantages: Fast Healing, Immune to Disease, Immune to Poison
Special Powers: Armor (AR 2), Dark Sight, Fangs
Description
Orks respect strength (and very little else), and the Ork Nobz get respect because they are strong. Nobz serve as leaders in Ork mobs, and answer only to stronger Nobz and the Warboss. Physically they resemble ordinary Ork Boyz, but are somewhat larger and even more heavily muscled.
Warboss
DX | ST | IN | PW | LF | MR | AR |
+1 | +4 | 0 | 0 | 18 | 8 | 3 |
Advantages: Fast Healing, Hardy, Immune to Disease, Immune to Poison
Special Powers: Armor (AR 3), Dark Sight, Fangs, Giant
In Ork mobs, somebody is the undisputed leader because he is the strongest, most cunning, and most savage of them all. That somebody is the Ork Warboss. Superficially resembling other Orks, the Warboss literally stands head and shoulders above the others.
Quick Mobs
To generate a quick mob, give all Orks in the mob the skills and equipment of the Skavenger template in Waste World Lite. Ork Boyz have a 0-1 in all skills (flip a coin or decide), Ork Nobz have 1d3 in all skills, and Warbosses have 1d6. If desired, replace Drive (Wheeled Bike) with Drive (Wheeled Car) or a Heavy Weapon skill.Waste World: Animals
CISSAWAAN
Adapted from Space: 1889
DX | ST | IN | PW | LF |
---|---|---|---|---|
+3 | -1 | 0 | 0 | 8 |
MR: 3 (10 swimming)
AR: 2
Attacks: Bite (1M)
Disadvantages: Animal Intelligence, DX 0 on land
Special Abilities: Pack tactics.
PACK TACTICS:
Cissawaan are typically found in packs of 30 - 50, and attack in packs. They get a +1 to their attack rolls for every multiple of 3 they outnumber their target by (3-1 gets a +1, 6-1 gets a +2, 9-1 gets a +3, and so on). No more than 6 may attack a human-sized target; for larger or smaller creatures, assume that 3 cissawaan may attack per meter of height/length.
Cissawaan may not use pack tactics on land, as they are rather clumsy there.
DESCRIPTION:
Cissawaan are slender octapedal xenoreptiles which range between 50 and 75 centimeters in length. They are graceful and fast swimmers, but extremely clumsy on dry land. The typical diet of cissawaan is fish and other aquatic lifeforms, but cissawaan packs will attack and bring down much larger creatures if given the opportunity.
RANGE:
Cissawaan may be found in the marshes and lakes of the Slime Jungles, in the rivers that feed into the Slime Jungles, and in the canals of Hydra.
EELOWAAN
Adapted from Space: 1889
DX | ST | IN | PW | LF |
---|---|---|---|---|
0 | +3 | 0 | 0 | 16 |
MR: 2 (15 flying)
AR: 3
Attacks: Bite (1M)
Disadvantages: Animal Intelligence
Special Abilities: Constriction
CONSTRICTION:
After a successful bite attack, eelowaan will attempt to constrict their opponent. The constriction inflicts 1 point of damage, +3 for the eelowaan's ST, +1 for each round of consecutive constriction (0 the first round, +1 the second, +2 the third, and so on). The victim may attempt a ST roll to escape, with a penalty of 3 + the constriction damage bonus.
DESCRIPTION:
Distantly related to the koko, the eelowaan is 5 - 10 meter long flying xenoserpent. It does not possess wings; rather, it generates a biochemical agent which allows it to float. It's "wing membranes" merely serve as steering mechanisms, allowing the eelowaan to control speed and direction.
Much like their land-bound cousins, eelowaan prefer to attack by surprise. They drift towards their targets on the wind and attack from above (granting a +4 to hit if the target fails a Hard Awareness check).
The biomancers of Hydra are willing to pay as much as 5000 credits for a living eelowaan - they hope to unravel the secrets of eelowaan anatomy and create symbionic replacements for suspensor engines.
RANGE:
Anywhere except the deep Wastes (where there is a lack of prey).
GASHANT
Adapted from Space: 1889
DX | ST | IN | PW | LF |
---|---|---|---|---|
+1 | +2 | 0 | 0 | 14 |
MR: 18
AR: 2
Attacks: Bite (0.5M), Tail Slap (1M)
Disadvantages: Animal Intelligence
Special Abilities: None
DESCRIPTION:
Gashant are herbivorous bipedal xenids which bear a superficial resemblance to saddle reptars. Their forelimbs have atrophied into blunt stumps. They are sometimes encountered in the wild in herds of 20 - 80 animals, and have also been domesticated as riding and pack animals in some regions. As domestic animals, they are prized for their endurance and their ability to go without food or water for 2 - 3 weeks.
RANGE:
Fairly common throughout all of southern Avernus.
KNOE SHOSHU
Adapted from Space: 1889
DX | ST | IN | PW | LF |
---|---|---|---|---|
+2 | +2 | 0 | 0 | 14 |
MR: 1 (3 swimming)
AR: 1
Attacks: Bite (1M)
Disadvantages: Animal Intelligence
Special Abilities: Poison
POISON:
The bite of the knoe shoshu is poisonous. If the target suffers any damage, it must make an immediate Poison save with a -2 penalty, or be paralyzed for 1d4x5 minutes.
DESCRIPTION:
The knoe shoshu resemble nothing more than leathery, tentacled sacks, some 2 meters in diameter. They are disturbingly pliable, and hunt by lying in wait below the surface of the swampy regions they call home. Knoe shoshu typically consume small creatures and carrion, but will attack larger creatures if they stumble into their reach.
RANGE:
The Slime Jungles, sometimes reaching to the tidal pools and deltas of the Skum Sea. There have also been unconfirmed knoe shoshu sightings in the canals of Hydra.
KOKO
Adapted from Space: 1889
DX | ST | IN | PW | LF |
---|---|---|---|---|
+1 | +4 | 0 | 0 | 18 |
MR: 7 (land or water)
AR: 5
Attacks: Bite (1M)
Disadvantages: Animal Intelligence
Special Abilities: Constriction.
CONSTRICTION:
After a successful bite attack, kokos will attempt to constrict their opponent. The constriction inflicts 1 point of damage, +4 for the koko's ST, +1 for each round of consecutive constriction (0 the first round, +1 the second, +2 the third, and so on). The victim may attempt a ST roll to escape, with a penalty of 4 + the constriction damage bonus.
DESCRIPTION:
The koko is a large (5 - 10 meters long), predatory xenoserpent with mottled green scales. They are capable of climbing trees by slithering up the trunk, and often attack by dropping on their target (+4 to hit if the target does not make a Hard Awareness roll). They are equally at home on land or in water.
RANGE:
Kokos are almost exclusively found in the Slime Jungles, but there are unconfirmed sightings of them in the Hydran canals from time to time.
ROOGIES
Adapted from Space: 1889
DX | ST | IN | PW | LF |
---|---|---|---|---|
+1 | 0 | 0 | 0 | 10 |
MR: 12
AR: 0
Attacks: Bite (1M)
Disadvantages: Animal Intelligence
Special Abilities: Pack tactics
PACK TACTICS:
Roogies often hunt in packs containing up to 20 individual animals. They get a +1 to their attack rolls for every multiple of 3 they outnumber their target by (3-1 gets a +1, 6-1 gets a +2, 9-1 gets a +3, and so on). No more than 3 may attack a human-sized target, but they will attempt to overbear (if all hit successfully, the target must pass a Hard ST check or be knocked prone). Up to 6 roogies may attack a prone man-sized target. When and if they attack larger or smaller creatures, assume that 3 roogies may attack per meter of height/length.
DESCRIPTION:
Roogies are dog-like xenids which grow up to 1 meter in length. Based on their appearance and anatomy, it is possible that they are distant evolutionary relatives of the steppe tiger. Roogies are primarily scavengers, but are willing to supplement their diets with fresh meat if they outnumber their prey by a significant number (3-1 odds, minimum).
RANGE:
Roogies are typically found in the highland and mountain regions south of Prometheus and north of the Slime Jungles. They almost never venture into the Wastes.
RUUMET BREEHR
Adapted from Space: 1889
DX | ST | IN | PW | LF |
---|---|---|---|---|
-1 | +5 | 0 | 0 | 20 |
MR: 7
AR: 8
Attacks: Charge (2M)
Disadvantages: Animal Intelligence
Special Abilities: Trample
TRAMPLE:
Any individual caught in the path of a charging or stampeding ruumet breehr must make a Difficult Dodge check or be trampled, suffering 1d4 2M attacks as he falls under the feet of the running animal.
DESCRIPTION:
Ruumet breehr are massive quadrapedal xenids, bearing a passing resemblance to the long-extinct elephant or rhinocerous of Waste World. They stand 2 meters at the shoulder, and can reach lengths of 3.5 - 4.5 meters. Ruumet breehr herds contain 4 - 24 beasts. For the most part they are unagressive, as thier great size ensures that they have few natural predators. However, if a herd perceives a threat to their young, they will charge and trample that threat rather than flee.
A number of Wastelander tribes have domesticated ruumet breehrs for use as caravan animals.
RANGE:
Southern Avernus, sometimes following the eastern coastline as far north as the Shogunate.
SKRILL
Adapted from Space: 1889
DX | ST | IN | PW | LF |
---|---|---|---|---|
+2 | +1 | 0 | 0 | 12 |
MR: 1 (20 flying)
AR: 2
Attacks: Horns (1M), 2 Claws (0.5M+2)
Disadvantages: Animal Intelligence
Special Abilities: None
DESCRIPTION:
Skrills are kite-shaped herbivorous xenids with greenish-gray scales and patigia stretching between their forelimbs and the tips of their tails. They are fairly docile and, like most herbivores, are more likely to flee than fight when attacked. They are capable of carrying a man while flying, but (despite rumors about Wasteland tribes succeeding) have so far proven impossible to domesticate.
RANGE:
Typically in the mountains southeast of Prometheus and northeast of Hydra. There have been sightings of migrating skrill flocks as far north as Janus and as far east as the Shogunate, but they are incredibly rare in those regions. They avoid the deep Wastes whenever possible (due to the lack of food).
STEPPE TIGER
Adapted from Space: 1889
DX | ST | IN | PW | LF |
---|---|---|---|---|
+4 | +3 | 0 | 0 | 16 |
MR: 15
AR: 6
Attacks: Bite (2M), 2 Claws (1M+2)
Disadvantages: Animal Intelligence
Special Abilities: Track by scent, Stealth +5, Charge (x10 MR for 1 round), Grab and shake
CHARGE:
Steppe tigers are capable of explosive bursts of speed, allowing them to sprint at 10 times their normal movement rate for 10 - 15 seconds (4 - 5 combat rounds). While charging, the steppe tiger may only bite, but adds double its ST to the damage.
GRAB AND SHAKE:
If a steppe tiger bites something that weighs 100 kilos or less, it may hang on with its jaws and shake its victim brutally. This grants the steppe tiger a +3 to hit on its bite attack each round (the victim does not get to dodge, but a miss means the tiger has dropped it and loses the grab and shake bonus), and doubles its ST for damage purposes. Steppe tigers often combine this with their charge ability in a hit and run attack, as they can continue running or charging while using their grab and shake ability.
DESCRIPTION:
Steppe Tigers only loosely resemble any feline native to the Waste World. They are lean, powerful quadrupeds, with massive jaws and large, non-retractable claws. These creatures are cunning hunters, and attempt to get extremely close to their target before charging and launching an attack. Steppe tigers are not aggressive unless hungry, but they are extremely territorial.
RANGE:
Steppe tigers are typically found in the highland and mountain regions south of Prometheus and north of the Slime Jungles. They almost never venture into the Wastes.
Waste World: Advantages and Special Powers
Unique Advantages
Imperial Bloodline
You are a member of the great Phoenix bloodline, rulers of Ikarus and kin to the Emperor himself. The bloodline will ransom you if necessary (albeit with some reluctance), and use its influence and contacts to help you (providing of course you prove worthy of such aid, and the the Phoenix have extremely high standards to maintain). You are expected to behave as befits this great noble bloodline, to obey your elders and betters in the bloodline without hesitation, and epitomise the cruel and callous elan that all Ikareans aspire to. Failure to do so will not only cost you these benefits and responsibilities, it might very well cost you your life. Cost: 15
Celestial Bloodline
Similar to Imperial Bloodline above, you are a member of a powerful noble family of Ikarus, such as the Gryphon, Wyvern or Basilisk bloodlines. They will also aid you as noted above, but their resources and influence are less substantial (although extremely large). You are expected to behave as an exemplary member of your bloodline, and even these "lesser" bloodlines are unforgiving and merciless as regards "traitors". On the positive side, you will not be in the public eye as much as a member of the Imperial Bloodline would. Cost: 10
Minor Bloodline
You are a member of a minor Ikarean bloodline, giving you full rights of citizenship (such as the right to bear arms and to keep slaves). You may even serve in such hoored positions as slaver, torturemaster, sentinel, or bard, or even serve the great Ikarean military as an Eaglewarrior, scout, or pilot. You will be expected to behave as befits an Ikarean, and to defer to those of purer blood. Providing you do so, you will retain your rights, living in grandure amid the clouds. Unfortunatly, while your family may be willing to aid you, their resources, power and influence are not extensive. Cost: 5
Basilisk's Icy Mind
You have recieved rigorous and harsh tuition from some of the most powerful psionics in existence, honing your mind and willpower to resist psionic intrusion and the threat of insanity from gaining new powers. You gain +1 to any Resistance rolls, and halve the number of powers you have when using them as a modifier for an insanity roll. Cost: 10. Prerequisite: Celestial Bloodline (Basilisk)
Gryphon's Rage
You have recieved dedicated instruction in close combat since birth, favoring slashing maneuvers with wingblades and talons. The secret techniques taught to you give you +1 to hit and a +1 damage bonus when using those weapons, and enables you to make a second attack with those weapons at no penalty. Cost: 10. Prerequisite: Celestial Bloodline (Gryphon)
Majesty of the Phoenix
You have been tutored to compose yourself as a god, portraying an inspiring demeanor, walking, speaking and gesturing with confidence, purpose and nobility. Your every measured glance, subtle gesture and stance convey a feeling of superiority and demand the attention of those around you. You gain a +2 bonus on all social rolls that involve oratory, leadership or intimidation. Cost: 10. Prerequisite: Imperial Bloodline.
Wyvern's Cunning Sting
You have been raised as a deadly assassin since birth, giving you an almost mystical prowess for hiding and stealth, and an instinct for deadly and unexpected strikes. You gain a +1 bonus on all stealth and hiding rolls, and a +2 damage bonus when striking with surprise from behind. You can even use stealth in well-lit areas with little or no cover, so adept are you, and only suffer a -3 penalty when doing so. Cost: 10. Prerequisite: Celestial Bloodline (Wyvern)
Advantages
Chilling Gaze
You have the look of a cold-blooded predator, causing lesser mortals to quail in their boots and cowards to soil themselves under your penetrating gaze. Add +2 to any rolls to intimidate or cow other characters, but you suffer a -1 penalty on any social rolls that do not involve invoking fear or awe (such as seduction). Cost: 10
Demonic Empathy
Despite their utterly alien nature, you possess a bizarre understanding of True Demons, and they actually seem calmer and easier to befriend in your presence. They are less likely to attack you than anyone else (if they aren't mistreated). Unfortunatly, you do seem somewhat otherworldly and eerie to your fellow sentients, so while you have a +2 bonus on all social rolls, interactions, and social relations with True Demons, you suffer a -1 penalty on such rolls with other humanoids and creatures of flesh. Note: This advantage does not apply to False Demons (those energy beings that were once human). Cost: 10
Demonic Familiar
You have bound a demon in servitude to you and, unlike many demons, this one actually seems to like you. This means it is unlikely to "misinterpret" any commands you give it, or try to harm you or escape. Still, it's unlikely to sacrifice itself on your behalf (unlike many pets) and may prove stubborn or disagreeable at times. Cost: As Pet advantage. Prerequisite Must have the Demon Binding psionic power.
Keen Smell/Taste
You have a highly developed sense of smell and taste, although not to the extent of the Bloodhound Scent Special Power. Add +2 to all your smell/taste perception rolls. Needless to say, this can prove useful for detecting the subtle odor of some poisons and gases (which may prove singularly beneficial in Ikarus). Cost: 5
Lesser Advantages
Many of the Advantages in Waste World highlight extremes of those abilities, and provide substantial benefits. The following Lesser Advantages provide bonuses, while allowing for the fact that not every attractive person is Handsome/Beautiful, not everyone with a resistance to disease is immune, and so on. You cannot purchase these advantages and the full-fleged versions.
Attractive
You are attractive and pleasing to behold, although not striking and breathtaking (as those with Handsome/Beautiful are). It adds 1 to all your reaction rolls and to all skill rolls which may be impacted by physical appearance (seduction, persuasion, and so on). Cost: 5
Likeable
People seem to like you, and tend to listen to what you say. You get a +1 on all reaction rolls from NCs. This bonus also applies to all skill rolls in which you interact with other people (seduction, oratory, persuasion, and so forth). Cost: 5
Resistant to Disease
You have a strong immune system, and seldom succumb to disese or illness. Add 2 to your rolls to resist diesease. Cost: 5
Resistant to Mutation
You are possessed of a strong biological matrix, making you highly resistant to the effects of mutation. Add 2 to all your rolls to resist mutation. Cost: 5
Resistant to Poison
Your liver is extremely efficient at neutralising toxins and poisons, giving you a bonus of 2 to all your rolls to resist drugs, poisons and toxins. Cost: 5
Special Powers
Eagle-Eye
Like a bird-of-prey you can see with astounding acuity, recognising details at a distance of up to 5 kilometers (obstacles permitting), and only suffer a -1 penalty when using your ranged weapons beyond close range. It is possible to purchase this power and the Keen Eyes advantage. Cost: 10