|
|
|
|
|
#1 |
|
Join Date: Nov 2004
|
Basic Inretch Template:
Inretch meta-trait: [-8] ST: 0 [-100] HT -5 [-50] HP: 5 [10] DR 2 [10] Advantages: Affliction (Hideous Appearance, +16%, Unnatural Features +5%, Permanent +300%, Preparation Required (8hours) -60%, Only in total darkness -30%, Reduced Range 3 -30%, One Use Only)*[4]; Energy Reserve (Magic) 12 [36]; Flight (Telekinesis or Magic -10%)[36]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Neck, No Head) [62]; Mind Reading (Psi or Magic -10%) [27]; Innate Attack 1 (Toxic, Malediction +100%, Costs ER 2 -10%, Emergencies Only -30%, Takes Recharge 1 minute -20%, Telekinesis or Magic -10%) [6]; Mind Control (Area Affect (16 yards) +200%, Always On -10%, Unconscious Only -30%, Uncontrollable -30%, Conditioning Only -50%, Only to generate Paranoia, Sense Of Duty (Inretch) and Agoraphobia -40%, Telepathic or Magic -10% ) [65]; Terror (Only after successful use of Affliction - 80%, One Use Only*) [2] Disadvantages: Appearance (Monstrous) [-20]; Dead Broke [-25]; Mute [-25]; No Legs (Aerial) [0]; No Manipulators [-50]; Social Stigma (Monster or Corpse) [-15] Over time, the inretch will develop Horrific Appearance, and can buy Mind Shield, Mind Probe increased ER and increased radius for Mind Control with accumulated points. Most have Magery and high IQ. *Technically one use every few decades, but I think that counts. EDIT: Forgot the Skullswitch and Unaging. EDIT: And Hit points, DR, and the Injury Tolerances of an undead skull. Last edited by Dalillama; 03-25-2014 at 01:43 PM. |
|
|
|
![]() |
| Tags |
| ritual path magic, supernatural creatures |
| Thread Tools | |
| Display Modes | |
|
|