Advertisement
Guest User

Untitled

a guest
Jul 4th, 2012
32
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.56 KB | None | 0 0
  1. Defensive/Utility
  2.  
  3. Donor: Turns a Color from the palette into its most elemental form, removing it from Mal and allowing it to be used by hands other than his. Each Color has different properties. Takes AP if used to do anything mechanical, such as restoring Body or doing damage.
  4.  
  5. Shell: Turns a Color into a small circular barrier that surrounds an object of Mal's choice. The barrier can be breached, but doing so alerts Mal to the fact. Flavor.
  6.  
  7. Torch: Retrieves a Color from the palette and briefly sets it alight, creating a source of light. No benefits beyond flavor.
  8.  
  9. Speed: Creates an 'adrenaline rush' in the target, speeding up reaction times, mental acuity and agility. Sin flavored Maneuver for Athletics or Mental skills.
  10.  
  11. Expose: Creates an 'eye' on a surface that links to Mal's sight, allowing him to observe from a distance. Flavor.
  12.  
  13. Repulse: Naturally repels thing of below human intelligence away from Mal, causing them to view him as a natural predator. Flavor.
  14.  
  15. Extract: Drains the natural Color from a person, thing, or object. Living things die at the end of the process. Flavor, rarely Sin flavored instant kill.
  16.  
  17. Offensive
  18.  
  19. Hysteria: Boils the blood of things in contact with Mal, disabling them with sudden and deadly fever. Crimson and Onyx Colors may produce...messier results. (Melee flavored Sin attack)
  20.  
  21. Web: Creates a small parasitic golem that attaches onto objects harmlessly. While feeding, the golem is harmless. However, the golem can be made to secrete a liquid that is violently explosive when combined with oxygen on Mal's command. Piercing the golem's skin will also release the compound. (Web golem has a Physical Defense of 1 + X, where X is the Sin roll used to draw it.)
  22.  
  23. Wasp: Draws an annoying wasp golem. The golem cannot directly deal any damage, but can be used to harass a single foe, lowering their physical defense and perception rolls by 1 while it is attached to them. Lives as many rounds equal to the Sin roll used to draw it.
  24.  
  25. Sleeper: Places a hive of poisonous wasp golems in the ground. When stepped upon, detonates and releases the contents. Affected enemies roll defense against the Sin roll used to plant the trap. Affected targets take a -1 to Perception and -1 Athletics, on top of damage. Takes AP.
  26.  
  27. Chitin: Fires a harpoon of hard insectoid flesh, easily able to pierce skin. Sin flavored ranged attack.
  28.  
  29. Pangolin: Creates a large, powerful beetle golem. Fights independence of Mal. It's physical defense, mental defense, and melee attacks are set at the roll used to create it minus one. Takes two AP.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement