Create a Zekiran

Enhancement Powers

Enhancements
Many of these powers affect the character only once, at character generation. Those which stay with them are largely sensory and physical makeup abilities, rather than things which they can lose later on. All of these affect ONLY the character, not those around them unless they're being extremely clever.
MINOR 01-15 Keen Sense self only, uncontrolled
This enables the mutant to double their perceptions from one sense. This, and the two stronger versions, also apply to psionic senses in addition to physically-based ones.
MAJOR 01-15 Heightened Sense or Senses self only, uncontrolled
An extension of the Keen power, either triple one senses' perception or double two senses.
SPECIAL 01-15 All Senses Heightened self only, uncontrolled
Obviously. Double all sensory abilities. This includes vibratory sensations (earthquake-prequels) and the ability to touch-discriminate (read printing with fingers) and see in near-total darkness. Likewise, loud noises and bright lights will temporarily deafen or blind the Character; senses may also include Psionic abilities. This may also be used in conjunction with the mutation senses high, to produce the disadvantage Oversensitive.
Typical Other Mutations/Powers: Oversensitivity, Animal Tunings, Extra Limbs- tail, arms; claws, fangs, other Sense-based powers
MINOR 16-30 Rapid Healing self only, uncontrolled
Wounds under 8 points are healed at two times normal rate, wounds above 9 points heal a 1.5 times normal rate.
MAJOR 16-30 Controlled Natural Healing Rate self, controlled
Wounds that are less than 6 points can be healed instantly, bigger ones last only minutes before they heal. The main difference between this and the Minor Power is that you must concentrate on the wounds to heal them. Thus, unless the Character possesses a skill which allows for it (planning ahead, are we?) they cannot do this while asleep.
SPECIAL 16-30 Automatic Regeneration self only, uncontrolled or controlled
Wounds sustained up to Fatal Level automatically heal until no wounds remain. Note that this does not explicitly or directly affect the natural aging process, nor automatically extend the normal life span of the Character. But all wounds that do not exceed the Fatal level will heal completely. Optionally, there is a more complex version of Regeneration which must be triggered by a mental command, concentrated upon, and can be used at will. Using this option might allow a Character to preserve a scar for posterity, not allow a tattoo to be absorbed or concealed with time, that sort of thing.
Typical Other Mutations/Powers: Other Healing powers, Enhanced scores/senses, Empathy, Psychometry, Dependance
** Note that any version of this power may add to the potential lifespan of the character, that is completely optional and up to the Game Holder to determine how many years/decade or any at all.
MINOR 31-45 Enhanced Score self only, one time bonus
Raise one of the Character's scores by 20 regardless of how high that makes it. (Recommend placing it on the currently rolled highest one, by the way.) (Watch the bonuses for skills add up.)
MAJOR 31-45 Enhanced Multiple Scores self only, one time bonus
Raise two of the Character's scores by 15 each, or three of them by 10 each.
SPECIAL 31-45 Choose Scores self only, one time bonus
That's right. But not all of them. Only four to six of the twelve may be chosen. Ignore all modifiers to the regular rolls, because you can allocate up to 450 points to those six. Doing so will give an average of 75 per score - but if you wish to use fewer scores and well and truly plug them up into the 100 range, choose a minimum of four scores. No, you can't choose to put 225 points into anything. While there is not an upper limit technically to scores, effectively a 200 IS as high as any Character or NPC might ever attain. (... Got mutations? That add to certain scores?... Think about it.) This is the time in the entire game that you can alter your Character after generation. Do it now. Under the baleful eye of the Game Holder, of course. This effectively creates a "Breeder's Choice" sort of Character - they have been created (or luckily bred otherwise?) to show off a variety of abilities or aspects.
Typical Other Mutations/Powers: any, usually physical in nature for those who choose higher Str/Hea Agi/Rea scores, more mental when Int or Social scores are raised.
MINOR 46-55 Enhanced Age self only, uncontrolled
Character adds up to 1d10x10 years to the upper level of their expected lifespan. Note this number on the character sheet and ignore it until it becomes necessary. The character will appear proportionately younger than their true age (that d10 in percent), until their eventual death. That's counting on the character surviving that long, ha.
MAJOR 46-55 Extremely Slow Aging self only, uncontrolled
Character ages at a much slower rate than other people, gaining that percentage to their ultimate life expectancy. Roll 1d6: 1=25% slower/longer life; 2=33% slower/longer life; 3=50% slower/1.5x longer life; 4=66% slower/longer life; 5=75% slower/longer life; 6=90% slower/2xlifespan. They should appear "young" for around 50% of their life, "mature" for the next 40% or so, and the youngest and oldest times will appear roughly normal except for the fact that they're twice as old as anyone around them at that stage of their lives. This does NOT affect the actual mental or psionic maturity of the person, though it might affect the fertility times (going through puberty for a good 2 decades? Aieee!) or the way others look at them as a child. Their personality develops properly at the same rate of their contemporaries, so while they might look only 13 or so, they may be as old as 30 - and will act accordingly.
SPECIAL 46-55 Natural Immortality self only, uncontrolled
Character reaches a certain age and stops. Regenerative properties will continue, their teeth will keep coming in, their brain will continue to function properly as will their organs, even past 1000 years or more. No one that has ever lived that long has told us about it, but who knows? (Saxxon, remember, is at least 4000 years old - but he's not talking, not to us anyway.) This does not imply that the character can repair damage or heal extra quickly, ONLY that they will NOT die of old age. Roll or choose what age they will stop aging, and if they have already passed that write down by how much. They can still be killed by wounding or other injury/disease unless they have other powers/mutations that could counteract this.
Typical Other Mutations/Powers: animal form/powers, senses; Healing, Hair/Fur, Mind powers, paranoia, reclusiveness
MINOR 56-63 One Environmental Extreme Survivability self only, uncontrolled
Choose one of your favorite climates (heat, cold, water, low pressure, whatever) and be immune to its effects. This is not saying that your clothing or your friends will be immune... This and the Major version effectively portray a Character who has been brought up in or Bred for certain conditions (the same way a Steed is trained in high-altitude for endurance, or a diver learns to hold their breath in deep waters) - but it's an entirely innate feature.
MAJOR 56-63 Dual Environmental Extreme Survivability self only, uncontrolled
Choose the other range too. Duh. Actually, you can choose two related or complimentary environs.
SPECIAL 56-63 Environmental Survival self only, uncontrolled
Basically, the Character can survive without food, water or air indefinitely, will not die from exposure due to cold, water, low or high pressure or heat. Again, this does not extend the natural life span necessarily.
Typical Other Mutations/Powers: Animal Tunings, extra limbs, missing or changed limbs, Senses, susceptibility, dependance or allergy
** This power may enhance the lifespan of the character, refer to Healing note.
MINOR 64-71 Dense/Loose Structure self only, uncontrolled
Character's molecular structure is either tighter or looser than normal. Roll or choose: Dense offers a Strength bonus of +15, but an Agility and Reaction of -10 each. Dense persons are heavier and usually shorter than their normal counterparts, and tend to sink even faster than regular people. Sharp objects do not cut the character's skin easily and falling damage is halved, damage taken from other sources does not change. Loose structured people get an Agility bonus of +15, Strength of -15, and their sense of hearing is doubled. They tend to be taller and wispy, and can move very thin objects (paper, or other thin and non-crystalline substances) through narrow parts of their bodies (say, their skin, placing an important document just under the skin on their wrist?). There is no obvious App modifiers for this power, but there is a loss of 1d10 Sanity when they first develop this trait.
MAJOR 64-71 Minor Density Control self only, controlled
Character may alter their structure consciously, either to a more Dense or more Loose molecular bonding (see above for either bonus which applies ONLY during the times they are in that state). Choose or roll for which version the character has: to take both the power must be rolled twice randomly or another power switched out. The density may go up to a 25 bonus for Strength or Agility, only for a limited time. This process exhausts the character, and they may suffer Health penalties for using it too often at the Game Holder's option. The character will visibly appear to be darker and harder or airier when using the ability, but otherwise will be normal between uses of the power. Sanity lost is 2d6 the first time this power is used.
SPECIAL 64-71 Greater Density Control self only, controlled
As Minor Control, but the bonuses for Denser include up to a 50 bonus in Strength (with an attendant loss of 30 Agility and Reaction); the Looser side may slide through objects like rock, walls and cement but nothing harder than lead in metals, but they lose 35 Strength when in this ghostly form. Sanity loss is 2d10 the first time they use this power. Note well that while in their Loose form they may not have the ability to fully interact with physical objects as well as they'd like. Using a Skill specific to this power ("hands tangible while the rest is loose", "hands and feet dense while fighting") can enhance the way the Character manipulates their powers.
Typical Other Mutations/Powers: small animal-mutations/Senses, psychometry, missing fingers, mind clouding/stun
MINOR 72-78 Speed self only, uncontrolled
The Character has unusually high speed, the normal movement rate is doubled, and Reaction gains 50 points. The Character must be careful not to overreact to situations.
MINOR 72-78 Limited Teleportation self only, controlled
In fact, it is not real teleportation, but an effect of being so fast as to not be seen. The Character cannot teleport through solid materials. The limitation on distance is three times their normal movement rate per 'teleport'. The Character gains 70 to their Reaction score while moving this way, so people and items that are in the way can be avoided.
SPECIAL 72-78 Long Range Teleport self only, controlled
Closer to a bee-line move, whatever course the Character normally runs (through the park, over the hill and into the city) can be run in a fraction of the time. The Character adds 90 to their Reaction score, only while running this way.
** Note that there is a new version of this power being Bred into people, which actually does teleport the character -- and other things with them. It's a combination of LRTport and an Out of Body Observation related ability. Use with great care if you plan on taking this, but it operates as if the character is simply in one place and then in another. The limit to range is up to the Game Holder at this time, and this power as such requires the use of TWO Special power slots, instead of one.
Typical Other Mutations/Powers: Psychometry, Telepathy/Empathy, enhanced age, dependance, susceptibility, fangs
MINOR 79-85 Fertility self only, permanent
No matter what Breeding you've got, you're Fertile. You can use the Normal fertility chart for Breeding purposes and add a 10% bonus to all attempts at pregnancy (either siring or conceiving) just because we like you. You've been Bred to be this way.
MAJOR 79-85 Hyperfertility self only, permanent
As above, you are Bred to be like this. You gain all the abilities granted by Hyperfertility as a condition such as sensing other Hyperfertile people (mostly of the opposite sex) and getting very protective of your mate while there are others around (of the same sex as you), if you're female you go into a "heat" once a year which lasts two to three days, during which time you latch onto any available male. Hilarity ensues. If male, you're apt to be highly territorial and you had better have some good traits to pass on because you will be passing them along. Often. Most of your offspring will also be Hyperfertile, their roll for Fertility will be at -4.
SPECIAL 79-85 You Can Breed With Anything self only, permanent
This is equal parts mutation and Breeding. Select a type of thing you have been spliced with (say, for Triptych or Animal Tuned) or just say "anything." The first category means you can breed with the type of animal, you've been spliced with, as well as normal Zekirans. With the heavier "anything" category this can cross into things like... Neres natives. Most of those Bred with this power are of the first category, and are always considered Hyperfertile for Breeding purposes, but their heat and cycles resemble that of the creatures they're spliced with. The other category... Just make something up, the Game Holder will be sure to use this condition to embarrass you. No, you cannot breed with inanimate or inoragnic objects. But ... Maybe plants and certainly insects... (shudder.)
Typical other Mutations/Powers: Animal Tunings, almost any physical mutation; social disads
** Note there is the potential to breed into a very unique state of being - combining the Special version of this power with Density powers, Electric abilities, or other such things, one might eventually create a being made of nothing but energy, sunlight or crystal. Yet they're sentient. And might even look like people. If you're worried about crossing paths with any such monsters, don't go to White Valley - because they've already got them there.
MINOR 86-90 Limited Shift self only, controlled
Character can alter their coloration and to a small extent the shape of their facial features or hair texture. The farther away from their normal color scheme and structure, the less time they may maintain this shape (for every color category beyond their current group - use the character generation chart - minus ten minutes maximum). It is not known if this power and the somewhat uncommon non-mutant ability to tan or to change colors are related. Assume they're not.
MAJOR 86-90 Greater Shift self only, controlled
As above, however all facets of their physical make-up can be changed except build and deep bone structure. All facial features and colors, eye shape, hair color and length, texture of skin etc, can be altered for a length of time: Power level 0 = 5 hours, level 4 = 1 hour; without any detractions for distance from their normal shape. Longer time or stressful conditions may alter this. Sanity loss the first time this Power is activated without knowing is 1d6, there is no loss if the character was aware of the ability the first time they use it.
** There is a specific form of this power, as the Triptych use, the ability to shape into and out of only one set of shapes. Losing extra arms, wings, horns, tail, changing into a relatively normal looking human-shape, then back into the full-on mix of human and animal they're known for. It is rarely above Major in Power, since it is not fully selectable shifting.
SPECIAL 86-90 Complete Shapeshifting self only, controlled
Character can alter themselves including their body shape and structure, change their mass up to 25% greater or lesser, and rearrange themselves into different people, things or what not. They cannot change into non-organic objects, nor into inanimate objects. Knowledge of the subject they're tuning into is necessary, otherwise only the appearance of what- or who-ever will be made. It is currently unknown if these changes can be made permanent by staying in one shape too long, there is no upper range for this power. Often the character may not even have a normal shape to return to, they merely drift between a number of different variations, possibly influenced by other Powers or people near them. Sanity loss for Complete Shapeshifting is 2d10. Changing genders is not only possible but entertaining - though children sired or conceived during this time will carry the same genes as they normally would in the "natural" state of the Character. However, if a male shifter has changed into a female for the duration, they must remain in this shape (and however unlikely it is that they will be able to do this at all) until the child is born. Males cannot shift back while pregnant without losing their offspring. Females that shift into males for siring purposes of course don't have to worry about this.
** Again, there is a more advanced form of this, Genetic Shapeshifting, which combines the Psionic power Gene Alteration (self) with Shapeshifting. In this version of the power (and ONLY in this version) the character may change themself so completely that if they were to create offspring, those would resemble ONLY the shape that they were in at the time of conception!
Typical Other Mutations/Powers: Animal empathy, Human Mind controls, allergies, extra limbs (any, mainly the four legged versions), Genesenses and other unusual senses
** This power may extend lifespan, see Healing note
MINOR 91-95 Limited Flexibility self only, uncontrolled
Character is excessively nimble, double jointed or just plain flexy. Their joints are looser and more willing to stretch than to break. Gain +25 Agility with this Power, one time bonus, and the Character may get into places as long as they can fit their head into it. (Assuming they don't have stunt hair or too much clothing to be believed...)
MAJOR 91-95 Greater Flexibility self only, uncontrolled
The bonus for Agility here is +50, however notice that their bones are slightly softer than normal (see the Soft Bones Mutation) and they may take damage from getting into places. Their head is still solid but an area of just slightly less than that is their limit for getting stuck. Sanity loss is 1d3 points when this power is first used, AND anyone seeing the Character performing some head-squeezing act will stand to lose 1d3 as well, that's every time until they get used to it...
SPECIAL 91-95 Elastic Shape self only, controlled
Character acts as above for Greater Flexibility, however at will they may lose the cohesion in their joints, the solidity of their bones, and the need for support of their organs (and brain). They may squeeze through pipes or holes only as large as about 6 inches wide. Note that this LOOKS HORRIBLE when they are doing it, and that their clothing may become ruined while they do. If they perform this ability while someone is watching, that person may sustain Shock or Sanity loss! Sanity loss for this power is 1d10 points the first time it's used, and for anyone watching it is 1d10 until they get used to it. (As if. I'd watch once. Only once.)
Typical Other Mutations/Powers: skin condition, mind clouding, environmental survivals, allergies
MINOR 96-100 Size self only, uncontrolled
The Character's size can be larger or smaller than the normal, choose under the direction of the Game Holder. Smaller people can fit into places normally too cramped, bigger people get bonuses for Strength. Note that Small Size people may be chosen to ride Steeds more often than even normal people.
Characters with Small Size chosen gets a +15 Agility, but their BODY score is -10 no matter what their Strength and Health would make it normally. Characters with Large Size chosen gets +15 Strength, and their BODY score is +10 no matter what their Health would modify their better Strength into. They're just smaller or bigger than others.
MAJOR 96-100 Limited Size Control self only, controlled
The Character can vary their size (and therefore Strength and Agility) to a limited extent. Power Rank determines the number of feet the character can grow or shrink: 5 = 1/2, 4 = 1, 3 = 2, 2 = 3, 1 = 4, 0 = 5, and the PR x 5 is the number of points assigned to the statistic changed. Example: a PR 3 person who is 6'8" tall can shrink to just under 5' and grow to almost 9'. Remember that Zekirans are TALLER than humans. For every 1/2 foot grown or shrunk, their BODY score changes by +/- 5 points.
SPECIAL 96-100 Greater Size Control self only, controlled
As above, but the size is jumped one Rank better: 5 = 1, 0 = 6 .Yes, they can shrink down to only about a foot high, and up to nearly 13! Changes to statistics is x 5 again. BODY score is altered +/- as above.
Typical Other Mutations/Powers: animal powers or appearance (usually Large size), extra limbs, levitation, extreme or unusual senses (usually Small size), missing limbs