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  1. What are Infused?
  2.  
  3. Mechanically: Infused are Ascendants of the Ideal of Body. They deal with flesh, nature and evolution of the self and of many.
  4.  
  5. In Setting: Infused are the newest and strangest aberration to the world. They first appeared only 50 years ago. They are one of the fastest growing classifications of Humans. The Khador see them as a disease gone rampant, mutating and altering Humans and Unbound into monsters. Until 4 years ago the Tower labeled them as the third possible development of a Human, separate from Unbound or Ascendant. This changed when it was discovered that the “second heart” of the Infused is actually a Gate of the Soul and the Ichor is a form of Ether.
  6.  
  7. Infused are called Silverbloods, Tagers, Monsters, Things, or even Nullheim. They have a second “heart” that pumps not blood, but a silver liquid known as Ichor. Ichor can alter the very genetic properties of
  8.  
  9. Infused Culture: In the past 50 years only about 30% of the total infused population have allied themselves to any organization. Khador has actively hunted them down, while the Tower wishes to dissect them and understand how they work.
  10.  
  11. Building an Infused: This is the quick rules to get an infused started right out the gate.
  12.  
  13. Ideals: Truth 1, Power 1, Body 2, Glory 1;
  14.  
  15. Ideal Talents: Any 1 Non-ascendant Truth Talent, Any 1 Non-ascendant Power Talent, Any 1 Non-ascendant Glory Talent, Infused Potential, Infused Ascension.
  16.  
  17. Attributes: 2 Intelligence, 2 Perception, 2 Will, 2 Speed, 3 Strength, 4 Toughness, 3 Dexterity, 2 Influence
  18.  
  19. Skills: 4 Ranks for Truth skills (Notice, Lore, Arcana, Deception) 4 Ranks for Power Skills (Melee, Marksmanship, Reflexes, Tactics) 8 Ranks for Body skills (Athletics, Medicine, Nature, Endurance) 4 Ranks for Glory skills (Persuasion, Vehicles, Craft, Technology) 4 free Ranks. Skills cannot exceed 6.
  20.  
  21. Health: 20 +1 per Endurance Rank
  22.  
  23. Ether (Ichoric): 5
  24.  
  25. Initiative: 2d10+2 (Speed)+Reflexes
  26.  
  27. Special: Regeneration 2
  28.  
  29. Free Talents: 2 Ranks in Infused Paths
  30.  
  31. Infused Paths
  32.  
  33. Path of Potential
  34. Rank Limit: Your Potential Rank cannot exceed your Toughness Value
  35. Innate Bonus: At each rank choose one attribute, you cannot choose the same attribute twice. That attribute gains 1 extra die.
  36. Manifestations: At each rank pick one of the two options for that Rank
  37. Rank 1 Manifestations
  38.  
  39. Raw Talent
  40. "Your muscles can be pushed further by proper use of Ichor."
  41. Cost: 1 Energy
  42. Action: Free
  43. Add 2*[Potential Rank] to a Body attribute check.
  44.  
  45. Focused Talent
  46. "Ichor can not only improve how you understand your body, but also those of others."
  47. Cost: 1 Energy
  48. Action: Free
  49. Add 2*[Potential Rank] to a Body skill check
  50.  
  51. Rank 2 Manifestations
  52.  
  53. Inhuman Glory
  54. Cost: 1 Energy
  55. Action: Free
  56. Add 2*[Potential Rank] to a Glory Attribute check
  57.  
  58. Inhuman Power
  59. Cost: 1 Energy
  60. Action: Free
  61. Add 2*[Potential Rank] to a Power Attribute check
  62.  
  63. Rank 3 Manifestations
  64.  
  65. Trans-Human Truth
  66. Cost: 1 Energy
  67. Action: Free
  68. Add 2*[Potential Rank] to a Truth Attribute check
  69.  
  70. Trans-Human Capabilities
  71. Passive
  72. Re-roll any die with a value equal to or less than [Potential Rank]/2 on any roll where you are rolling three or more dice.
  73.  
  74. Rank 4 Manifestations
  75.  
  76. Post-Human Mastery
  77. Cost: 1
  78. Action: Free (Synergy)
  79. Add 2*[Potential Rank] to a roll that you are rolling 3 or more dice on.
  80.  
  81. Post-Human Escalation
  82. Passive
  83. Whenever you roll three or more dice in a roll, ass 1 die to that roll
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