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- What are Infused?
- Mechanically: Infused are Ascendants of the Ideal of Body. They deal with flesh, nature and evolution of the self and of many.
- 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.
- 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
- 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.
- Building an Infused: This is the quick rules to get an infused started right out the gate.
- Ideals: Truth 1, Power 1, Body 2, Glory 1;
- Ideal Talents: Any 1 Non-ascendant Truth Talent, Any 1 Non-ascendant Power Talent, Any 1 Non-ascendant Glory Talent, Infused Potential, Infused Ascension.
- Attributes: 2 Intelligence, 2 Perception, 2 Will, 2 Speed, 3 Strength, 4 Toughness, 3 Dexterity, 2 Influence
- 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.
- Health: 20 +1 per Endurance Rank
- Ether (Ichoric): 5
- Initiative: 2d10+2 (Speed)+Reflexes
- Special: Regeneration 2
- Free Talents: 2 Ranks in Infused Paths
- Infused Paths
- Path of Potential
- Rank Limit: Your Potential Rank cannot exceed your Toughness Value
- Innate Bonus: At each rank choose one attribute, you cannot choose the same attribute twice. That attribute gains 1 extra die.
- Manifestations: At each rank pick one of the two options for that Rank
- Rank 1 Manifestations
- Raw Talent
- "Your muscles can be pushed further by proper use of Ichor."
- Cost: 1 Energy
- Action: Free
- Add 2*[Potential Rank] to a Body attribute check.
- Focused Talent
- "Ichor can not only improve how you understand your body, but also those of others."
- Cost: 1 Energy
- Action: Free
- Add 2*[Potential Rank] to a Body skill check
- Rank 2 Manifestations
- Inhuman Glory
- Cost: 1 Energy
- Action: Free
- Add 2*[Potential Rank] to a Glory Attribute check
- Inhuman Power
- Cost: 1 Energy
- Action: Free
- Add 2*[Potential Rank] to a Power Attribute check
- Rank 3 Manifestations
- Trans-Human Truth
- Cost: 1 Energy
- Action: Free
- Add 2*[Potential Rank] to a Truth Attribute check
- Trans-Human Capabilities
- Passive
- 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.
- Rank 4 Manifestations
- Post-Human Mastery
- Cost: 1
- Action: Free (Synergy)
- Add 2*[Potential Rank] to a roll that you are rolling 3 or more dice on.
- Post-Human Escalation
- Passive
- Whenever you roll three or more dice in a roll, ass 1 die to that roll
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