Welcome to Gaia! ::

Shattered Past: Rise of the Lost

Back to Guilds

A Story of Personal Conquest and Rediscovery 

Tags: Fantasy, Science Fiction, Magic, Stats, Literate 

Reply Fundamentals :: Character Creation Knowledge ||→ {2}
⇨ [5] Evolutionary Traits

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Sat Aug 24, 2019 2:07 pm
Evolutionary Traits
The Evo System


Description
tab Evolutionary Traits, short handled as Evos, are physical changes to the genetic or physical structure of a character. For Shattered Past they represent a fundamental change away from the Shinobi world, replacing the Bloodline rules and systems with genetic abnormalities that allow unique powers and abilities once restricted to family ties. They range the gamut from changes in the mana elements of a character, allowing them to use combination elements such as lava or ice, to cybernetic enhancements that were implanted before, or after, their crystallization. Depending on the race of the individual some gain access to more Evo points than others, allowing them to augment their characters with even more abilities to fully allow the customization and building of new characters.
tab Evos fall under two types [2], each falling under it's own requirements. They are as follows, along with requirements and restrictions for selecting them.
tab tab Splicer → Evos that fall under this category reference the genetic code, eliciting a physiological change in the character to grant new powers, abilities, or effects. Every Evo comes with a point cost that is deducted from the total Evo Pool total of the character's selected race.
tab tab Cranker → Evos that fall under this category are cybernetic in nature and represent advancement through mechanical engineering.

Rules
tab • Few Evos carry a requirement outside of simply picking them. Please read each carefully for any specific requirements.
tab • Some Evos grant access to abilities that are referred to as Ruler Class abilities. If an Evo grants this, these would replace the Starting Technique all characters receive upon character creation. If this is not desired, the character can learn this Ruler spell at any time by going to any training location, where it can be learned as an Arcanist spell that takes no slots.
tab • Personal Attributes may be used to grant more Evo Points at a rate of three [3] per Personal Attribute spent in this manner.
tab • Once selected Evos cannot be changed except through character resets, or through an in-character event approved by a member of the Event Coordination Moderation Team.
tab • All races gain Evo Pools ranging from one [1] to ten [10], with the more unique powers and traits a race has being balanced by having a smaller pool of Evo Points.
 
PostPosted: Sat Aug 24, 2019 2:09 pm
Splicer Evos


Blood Eye || 1
tab → Grants black eyes that become red when emotional, or are constantly red. Visual acuity is increased, making everything more sharp and lucid, allowing such feats as allowing one to pick out individual leaves on a tree from a hundred yards.
Pyraborn || 3
tab → Fire runs in the blood, more so than others. By taking this Evo the character gains access to six [6] custom talents that can be made and learned at any point. These talents are called "augments", and are able to affect any Fire-element spell the the user knows. Each Augment comes with an Activation cost of zero [0] to two [2], reflecting the changes the Augment makes to the spell.
Blindsight || 2
tab → When vision is impaired by any means, including simply closing one's eyes, the character can "see" in monochrome in all directions up to one hundred [100] meters per Experience Rank. This is an automatic process that sees through any non-living material up to one [1] meter thick. This effect can be activated at any time without blockage by paying five [5] Mana or Stamina, at which time the eyes' colors reverse. This may be maintained as long as desired.
Mana Trace || 2
tab → Allows the bearer's pupils to become bright white, inhumanly so, allowing their vision to now perceive Mana at their normal perceptual range. Can be combined with Blindsight. This Evo is required for access to the Shatterpoint Fighting Style.
Duplication || 2
tab → A rare but unique ability to permanently memorize and duplicate up to three [3] spells or talents that will forever become a part of the character's library of knowledge. These need not meet class/elemental requirements to learn, but without a paired Evo these would still need to meet the requirements to be used. Duplication can work by simply observing the effects of a spell or talent. May be selected multiple times, gaining three [3] slots each time.
Mimicry || 3
tab → Allows the character to ignore the requirements of Duplication, granting the character's mana the ability to temporarily take on the elemental requirements to cast the spell, and mimic the unique structure of classes. Cost for such spells is increased by five [5] points per rank of the spell or talent.
Flexible || 2
tab → This Evo allows the character's bones and muscles to shift and contort in hideous ways, allowing them to fit into spaces a quarter of their normal size.
Focal Point Vision || 3
tab → By focusing on an object for one [1] activation the character may place an unseen "focal point" upon the object. These focal points allow the cahracter to switch their "sight" to that location, as if they were there. This grants two [1] Focal Points, allowing the character to split their vision between the two points, or to use both eyes on one point. A Focal Point can only be maintained for a maximum of ten [10] posts of use, meaning it may remain indefinitely unless actively accessed.
Wind Points || 2
tab → Grants the ability to unleash wind spells and talents from the Focal Points given by the above Evo. Without Focal Point Vision this Evo cannot be taken.
Extra Focal Point || 1
tab → Requires Focal Point Vision to take. This Evo grants two [2] Focal Points, though each time this Evo is taken the cost increased by one [1] Point.
Spectral Sight || 2
tab → Irises of the character become an ouroboros, with a dragon eating it's own tail burned in gold. To activate this, the character must pay five [5] energy from one of their pool. Once activated, the character can see Mana of the natural world as auras: green for vegatative life, blue for living beings, with various thickness and density determining differences. Does not allow the sight of the flow of Mana in the world or in living beings, just the existence of it.
Divine Gaze || 2
tab → The eyes of the character become a dark, burgundy red that can, when emotional, glow similarly to a nebule. Living creatures can be seen with their mana's color flickering deep within them, and suffusing their flesh. In effect, it allows one to witness the soul of the individual, allowing them to perceive life unless a Corruption or Illusory effect is in place. This makes any spells that attempt to disguise life presence one [1] rank less in effect.
Repression || 2
tab → Grants the character three [3] Custom Talents that are generated by having at least one eyes affected by Divine Gaze. These customs work as countermeasures to Evos, and may be used in a variety of ways to work against them.
Grounded || 2
tab → Born with the natural ability to resist one [1] sense targetted by an illusion. This reduces the cost of Mind Blank by one half [1/2] rank.
Caustic Flow || 1
tab → Water elemental spells generated by the character may be made caustic in nature, turning it into a form of acid. There is no increased cost to this ability, but provides an acidic effect.
Corrosive Flow || 1
tab → Water elemental spells generated by the character may be made corrosive in nature, turning it into a form of acid. There is no increased cost to this ability.
Iceborn || 3
tab → Grants the ability to use Ice Ruler spells. Ice created in this way grows in a pattern unique to the person, such as having the ice form from vines that combine together to form a new appearance. These patterns are indicative of a personality trait, and once selected cannot be changed without a significant role play change in personality.
Ice Resistance || 1
tab → Cannot be affected by Ice spells that the character creates. Those created by others are lessened by one [1] rank in Strength.
Snowborn || 3
tab → Grants the ability to use Snow Ruler spells. These follow the same rules as the Iceborn, but Snow spells are known for lingering cold, with spells sapping warmth and heat from the greater moisture content.
Frostburned || 1
tab → Flesh is always chilled, producing a cool, refreshing, and in some cases intoxicating aura. This doesn't stretch beyond the skin, but due to it the character is highly resistant to cold temperatures, and is thus resistant to cold hazards.
Growthborn || 3
tab → Grants the ability to use Growth Ruler spells. This allows the characters to use spells that effect living growth such as vines, flowers, grass, fruits and vegetables, as well as things such as living trees. Different Plants have different properties, each unique in their own way. All spells are weak against Fire spells.
Woodborn || 3
tab → Grants the ability to use Wood Ruler spells. This allows characters to use spells that focus on dead or rotting vegetative materials, such as wood (crafted or otherwise), dead or rotted vines, burnt or dead grass, etc. Different wood has different properties, as shown under Wood Ruler. All spells are weak against Fire spells
Nature Kissed || 1
tab → Those blessed by nature are embraced as kin. If Woodborn or Growthborn are selected the character may select this Evo. Sprites and supernatural entities will favor the character, counting them as family or friend. These characters have a natural [+5] affinity toward Sprites and Spirits regarding the Aggro system, and a [-5] affinity toward Fades and Demons. Note this doesn't mean they won't react badly if you harm them or antagonize them.
Demon Blessed || 1
tab → Acts as Nature Kissed, but for Fades. These characters have a natural [+5] affinity toward Fades and Demons regarding the Aggro system, and a [-5] affinity toward Sprites and Spirits.
Cornucopia || 1
tab → If Growthborn is selected, the character may take Cornucopia. With this Evo the character is able to produce fruits with a variety of benefits. While they can grow any fruit or vegetable with mana alone (with a rate of three [3] posts of time passing for fifteen [15] mana), the Evo user gains a one [1] point increase to any skill needed to grow/splice new plants.
Mana Font || 2
tab → Born with a natural font of mana within you, begin with a passive bonus that increases all mana regeneration by one [1] step. If regeneration is normally impossible then gain a passive regeneration of fifteen [1] mana per post. Normal restoration rules trump this base.
Blood Font || 2
tab → Stamina is born of blood, sweat, and tears, and with this Evo it regenerates faster. Increases all stamina regeneration by one [1] step. If regeneration is normally impossible then gain a passive regeneration of fifteen [1] stamina per post. Normal restoration rules trump this base.
Stormborn || 3
tab → Granting the ability to use Storm Ruler spells, the Stormborn is able to produce a colored lightning bolt that has unusual properties. This color is that of the user's mana, and it can gain minor properties of the Mana manifestation. This electricity is especially effective against the electrical signals that control the motor functions of living things, and produces a physical, force-like impact on striking that lightning normally does not.
Weathered || 1
tab → Stormborn is not required for this. When taking this Evo electricity is more likely to pass through your body and discharge different within you. As such, Lightning and Stormborn spells are decreased in effect by one [1] rank, and associated status effects are reduced by half in duration.
Weather Sense || 1
tab → Stormborn are sometimes able to get a natural sixth sense when it comes to weather. As such, when taking this Evo, the character is able to determine when a storm is brewing, and relatively accurate info on what sort of storm. If they've never encountered it before they only know something is coming, and some aspects, such as "Something...acidic" if the rain is acid rain. Or "dangerous" if it's a storm heavy with tornados. Etc.
Wasteborn || 3
tab → Born of the hot, dead lands of the world, the Wasteborn has harnessed the ability to cast Scorch Ruler spells, which create a dessicating wave of heat that saps the salt and water from their opponents. When doing so, unless suppressed their hands will give off a hot glow, or any part of the body producing the energy. Due to their very nature the Wasteborn are feared in climites that are dry, or where liquid water is difficult to come across.
Wasted || 1
tab → The body of one who is Wasted is resistant to the power of heat. This does not extend to fire itself, but to temperatures and phenomena that can bake the moisture from a living being. All Wasteborn abilities, and natural heat, have their effects reduced by one [1] rank and Step.
Adamantborn || 3
tab → Granted the ability to use Adamant Ruler spells, the Adamantborn is able to convert and earth into crystals, gemstones and jewels. When selected the Adamantborn selects one [1] type of material, from either Crystal (i.e. Salt), Gemstones (i.e. Diamonds), or Jewels (i.e. Quartz). From this point they are able to produce these through the use of the Adamant Ruler spells. This spell can be used without a medium. These are considered less than "true", and as such cannot be sold to merchants who know better.
Gemblooded || 1
tab → The body of the individual who has this evo is able to merge with one [1] of the three [3] types of Adamant: Crystal, Gemstones, and Jewels. Activating this ability takes five [5] mana per post spent swimming.
Essence of Adamant || 2
tab → Some Adamantborn learn to turn their powers inwards, allowing them to turn their anatomy into their selected Adamant type. Once selected it cannot be changed. For a total of ten [10] mana per post, the character may change their anatomy into Adamant and control/manipulate it through the use of Adamant Ruler. Returning it to flesh costs nothing.
Magmaborn || 3
tab → Grants the ability to use Lava Ruler spells. A sticky, thick material, Lava does not flow as water but instead sticky to surface and burns away at incredibly temperatures. Lava does double durability damage against all it touches. When in use, unless suppressed, the Magmaborn's hands, wrists, and forearms burn with a color of energy matching their chakra element, as if their own limbs began to burn.
Salamander || 1
tab → Grants a high resistance to Fire effects, reducing their damage by one [1] rank. Causes the flesh of the individual to become tougher, and more rubbery, mimicking its namesake.
Rustborn || 3
tab → The enemy of all things metal, vermin to industry, those born of Rust are gifted the ability to wield the Rust Ruler spells. This rare ability breaks down all metal to its base properties, destroying it and making them unusable. All metal, unless otherwise specified, received triple [3x] damage from Rustborn spells. Furthermore, those born of Rust can use their knowledge to enhance their own metal objects. See the Rustborn spells for further information.
Corpseborn || 3
tab → Corpseborn begin life with the unusual ability to control the growth of their bone structures, able to regrow lost bones in short order, as well as small injury to the skin rapidly, healing E-rank damage almost instantly. Too, their bones are denser, harder, and can even be used as weapons if pain tolerance is high enough. Selecting this Evo grants you the ability to utilize Corpse Ruler spells and allows you to manipulate your own born structure and growth. Bones grow differently for each member, with bones growing in strange shapes to when exposed to the air. As such, another name is sometimes given to the Corpseborn: Bonedancer.
Pain Ignorance || 1
tab → Grants a pain tolerance that can be controlled, and shut off, at will. Allows complete ignorance of any pain, or some pain, or all the pain as one decides.
Bloodborn || 3
tab → Born with blood more potent and alien than others, the Bloodborn gains the ability to utilize Blood Ruler spells, though only on the blood they have laid claim to. Blood from their own body is always their own, but blood that has been touched by their Mana becomes claimed. This becomes more noticeable when the blood of a Bloodborn is exposed to air, where the blood does not accept the laws of creation and dances to its own will, often swirling, twisting, and sometimes flowing upwards from the wound. This can be actively suppressed.
Self-Stabilize || 1
tab → Requires Bloodborn. When injured, unless otherwise desired the blood coagulates itself immediately, making bleeding out all but impossible without an outside force acting to actively overcome it.
Sanguinarian || 2
tab → Blood calls to the Sanguinarian, whether they are Bloodborn or not. When this Evo is taken one's ears and nose are tuned to blood, able to detect them above anything and everything else. In regards to blood and these senses, the Sanguinarian is twenty times [20x] more sensitive, which can lead them to distraction.
Steelborn || 3
tab → Born with the ability to build up materials and condense them within the flesh, the Steelborn is able to generate an infinite amount of steel from within their body. They have the ability to use Steel Ruler spells. The metal they produce is black in color, with a noticeable tinge of color from the Steelborn's mana color. This metal can be pushed through the skin to the outside, much like the Corpseborn, yet has the consistency of dense, but light, steel that can be forged in place of regular metal. Doing so grants fifty percent [50%] more durability than normal. By nature, it is as good as normal steel. The downside to this is that the weight of the Steelborn is far higher from the weight of their metal and increases their weight by fifty percent [50%], reducing their physical speed by a half [.5] rank. By choice, the Steelborn can choose to not grow steel at all within their body, thus allowing them to be normal weight.
Birth Aligned || 1
tab → Must be Steelborn. Metal within the body of the Steelborn becomes elementally aligned, gaining properties of one element [1] per Evo. This steel then carries properties of that elemental alignment. Fire steel glows softly in the dark, and is warm to the touch. Can cause fires if left too long. Can smoke. Etc. Water aligned can move in water unhindered, and has a more fluid design or thinner edge. Etc. These gain one half [.5] resistance to their element alignment, and take the same amount more in damage from the opposite source.
Birth Forged || 2
tab → Must be Steelborn and have Birth Aligned. Items gain more powerful versions of their Alignment bonus, up to and including gaining E - ranked damage or defense automatically added of the appropriate element to the metal. These gain one [1] resistance to their element alignment, and take the same amount more in damage from the opposite source.
Hiveborn || 3
tab → This Evo causes one to be born with extra tunnels and spaces within their bodily structure that mimics that of a hive. By taking this evo the character is able to obtain contracts with insects to live inside them, granting access to rare and unusual Hive Ruler spells that utilize the insects as both fuel and fire. This causes a mental bond to be established between the swarm/hive and the host. This only works with insects that live in large communal structures. They are to call forth insects to your control without a spell, and is an innate ability that can be cast without medium requirements.
Twice Minded || 2
tab → This evo merges your mind with your hive, allowing them to constantly be in contact with you. In times where having another person use Mana to help you would benefit you the Hive may count as doing so automatically, without direction to do so. This especially helps with Genjutsu, as while they can be fooled, they are independant of the Illusion, making them more difficult to fool than the average person.
Shadowborn || 3
tab → Born with the unique elemental control of Shadows, the Shadowborn gains mastery of the Shadow Ruler spells. Shadows are nasty things when Mana is used to give them life, allowing the Shadowborn to bind, strangle, or even possess opponents. In return for this, unless control is asserted the user's shadow becomes like a living thing, taking on a similar shape to the user but with contorted, differentiating features that range from nightmarish to cutesy. It definitely appears to have a personality of its own, but otherwise it has the same limitations of any other shadow, requiring a connection to its owner at all times. Bright light reduces the effect of Shadow Ruler spells by one [1] rank.
Skilled Practitioner || 2
tab → Selecting this Evo immediately grants access to two [2] Skills otherwise locked to another class or race. Not only can these now be invested in, but the Skill Practitioner gains one [1] Skill Point at every Experience rank. This can only be selected once [1x].
Speedborn || 3
tab → Birthed with the blessings of some strange entity, the Speedborn gains access to all Speed Ruler spells and effects, while also gaining a half rank [.5] reduction in all costs to Dodge things. Furthermore, all movement based Talents and attacks are considered one half [.5] rank higher in Speed, representing the flow of movement that seems second nature to them. In return, a Speedborn is lighter than average, no matter their body frame, and able to jump higher and leap further because of it.
Inkborn || 3
tab → The blood of an Inkborn is something special, for when combined with any Ink found it changes the Ink by enriching it with a rare type of Mana. When selecting this discipline the Inkborn gains access to Ink Ruler spells. The Inkborn also gains the unusual ability to turn their own blood into ink, and any ink that comes in contact with it comes immediately under their sway. Anyone or anything that either uses blood or feeds on it that interacts with an Inkborn's blood or spells finds it toxic to them, and acts as a high-level poison to such beings. Inkborn spells are one [1] rank weaker when against Water based spells and abilities.
Godly Fortitude || 2
tab → Immediately gain fifty [50] Energy to disperse as desired between Mana and Stamina, as well as receive an additional thirty [30] additional energy every experience rank, beginning at D - rank.
Excessive Gains || 1
tab → Increase one [1] stat by two [2] points, or one [2] in two [2] stats.
Genius || 1
tab → Immediately gain one of the two following options: four [4] Skill Points, one [1] Locked skill, or two [2] Proficiency Points.
Magneborn || 6
tab → Those who are born with the supernatural power to manipulate their own electromagnetic fields bear the title of Magneborn. A very rare and powerful evolutionary trait, Magneborns find their fields locked to a single [1] polarizing factor, whether Ferromagnetic (Pull), Diamagnetic (Push), or Paramagnetic (Weak Push/Pull), from the day they take their first breath. Due to this metals with appropriate magnetic fields would move to their will as they altered where their magnetic field would exist, using the fluctuations to either push, pull, or weakly both the material in hundreds of ways. This allows them to get access to the powerful Magne Ruler spells that define the Magneborn, and manipulate metals that fall under their Polarization types. To take this Evo the user must possess the Lightning element, or else their magnetism cannot be controlled but instead reacts randomly and outside of their control.
Variable Wavelength || 3
tab → Requires Magneborn to take this. Once taken, the Magneborn may select an additional Polarization.
Passive Wavelength || 2
tab → Requires Magneborn to take. Applies a C - ranked Auto-Defense maneuver where the user's polarized metal if within two meters [2] per Experience rank will automatically defend them. If this is done the durability of the defense is six [6], though it regenerates after four [4] posts.
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Sat Aug 24, 2019 2:10 pm
Cranker Evos


• Prosthetic Limb || 1
tab → Grants a Prosthetic Limb. Must be submitted as a Custom Gadget, and is limited to E - rank to begin with. It can be modified later. These refer specifically to arms, legs, hands and feet.
• Telescopic Vision || 1
tab → This Cranker replaces one [1] eye with a mechanical one, with the iris allowing up to twenty [20] times the visual range, in increments of one times [1x] per "tick".
• Springheel || 1
tab → Augmentation of the heels to accommodate a spring mechanism that can be coiled by clenching the calf muscles. When activated, the heel erupts downwards, propelling the character to rapid motion, quadrupling [4x] their jump height and allowing them a half-rank [1/2] reduction in dodging costs if prepared to move before activation of the attack.
• Generator || 3
tab → Stored somewhere within the body, perhaps even the heart itself, the Generator Cranker installs a small mana/stamina generator that can store energy over periods of time. At the max, one third [1/3] of the combined total of the character's current pools may be stored within it, the total of which may be split as desired between both energy types. If the Generator ever runs out a surge will occur, stunning the owner for three [3] Activations.
• Multitool || 1
tab → Requires the loss of a finger, or implantation within a limb. Extends a small array of tools, much like a Swiss army knife or other multi-tool. Select twelve [12] small tools for this purpose, and the device is controlled by muscles within the hand and shoulder.
• Sensory Nodes || 2
tab → Somewhat unusual, Sensory Nodes are sets of fine metallic fibers that can be extended from the body to touch or "sense" materials, acting as a means of hyper focusing the senses into these nodes in order to increase sensitivity. These can be built into any place on the body, but requires direct interface with a sensory organ, the nervous system, or the brain in some manner. These fibers range in thickness and length, but can be no more than five meters in length (retractable into themselves). When touching something, the character determines which senses are being focused upon. Mana cannot be selected as a sense for this. Too much stimulation through these nodes can be painful. Consider all tracking skills as one [1] point higher if this is used.
• Neuro Interface || 3
tab → A dangerous and rare type of Sensory Node, this may be selected in place of the Sensory Nodes evo. This is a direct connection from the brain to nodes, but includes an exterior Exo-clamp that can be attached to others Exo-clamps and technologies for direct interface. If not a Tinker it is not suggested to interface with technology, as doing so can overload the brain with raw data input. However, to those who master it, they are able to interact with machinery and software on a scale that none can compete with, while leaving themselves exposed. A Neuro Interface requires an Exo-clamp to be attached directly to the brain, just beneath the cerebellum, and as such is incredibly sensitive to electric and magnetic interference. All Tinker Skills are counted as one [1] point higher, but take one [1] rank higher in damage from Lightning spells and electrical effects.
• Exo-Clamps || 2
tab → A form of Evo that was developed in the beginning of the 4th Era that serves as a near prerequisite for manual labor in those days, Exo-clamps are a sort of docking mechanism that is attached at specific parts of the anatomy, such as knees, elbows, and other joints that were used to dock with large machinery, such as exosuits, hence the name. However, over the years Exo-Clamps also became a catch-all phrase for these docking platforms that can be used to connect to all types of machinery, giving rise to two types: Exo-Clamp types A and B, with A being used for maneuvering and syncing with machinery while B was used for connections to military grade technology and computer systems, often serving the dual purpose of identifying military and government officials since type B's carried genetic markers that were unique to individiuals. The price above is paid for each type of Exo-Clamp possessed.
• Flicker Eyes || 2
tab → Cost is paid for a pair of eyes, the Flicker Eyes allows the placement of mechanical eyes that carry another type of vision. Such visions include Thermal Imagine, Infrared Thermography, Mana Detection (mirroring effects of Spectral Sight), and X - Ray (mirroring Blindsight). Once selected they must be programmed with a switch, meaning a specific action, thought, or device must be used to activate the software that initiates the switch in vision. Each time the above cost is paid a new type of vision may be selected and programmed into the eyes. Alternatively, Flicker Eyes may be applied to a secondary set of eyeballs, allowing them to be replaced as desired, for the same cost, or one eye only be able to be changed for half the price.
• Jets || 2
tab → Able to be placed as a matching pair anywhere on the body, Jets add, as the name suggests, a pair of jets onto the body that can be used to expel air and allow rapid movement, sudden changes, etc. These jets require a vent be placed somewhere on the body that takes in the air, though this could be implanted as Exo-clamps into the lungs that only open upon mental stimulation and/or physical inhalation past a specific point.
• Iron Lungs || 2
tab → Implants that allow the lungs to better absorb oxygen and reject anything else. Allows the character to hold their breath four times [4x] longer than normal. When dealing with inhalants that would normally obstruct breathing, such as smoke, the character takes twice [2x] as long long to be affected by it.
• Compartment || 1
tab → A simple change that converts part of the character's anatomy into a storage location, such as placing a container in the foot that can have a lockpick or dagger hidden away. Can be optionally implanted with a spring system that fires it out without additional cost.
• Phiser || 1
tab → A small change to a part of the anatomy as desired, this implants one [1] tiny laser that can burn through rope, weld simple metals (Tier 0), or light matches. This requires the expenditure of one [1] energy point (mana or stamina) per time it's activated, with no real limitation on number of times it can be activated in one [1] post, as long as it's reasonable as far as time is concerned. That said, it does require about half an inch [1/2] of space to implant the cybernetics, and as such can be placed inside of even a toe or finger. This does not do enough damage to even have a rank.
• Projector || 1
tab → A small device often implanted in or by the eyes, a Projector requires a direct connection to the hippocampus to be utilized. It allows the bearer to replay memories and project them in three dimensions (or two, if desired) upon any surface, though the surface must be within two [2] meters.
 
PostPosted: Sat Aug 24, 2019 2:11 pm
--  

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Sat Aug 24, 2019 2:12 pm
--  
PostPosted: Sat Aug 24, 2019 2:13 pm
--  

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Sat Aug 24, 2019 2:15 pm
--  
PostPosted: Sat Aug 24, 2019 2:16 pm
--  

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Sat Aug 24, 2019 2:17 pm
--  
PostPosted: Sat Aug 24, 2019 2:18 pm
--  

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Sat Aug 24, 2019 2:19 pm
--  
PostPosted: Sat Aug 24, 2019 2:20 pm
--  

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Sat Aug 24, 2019 2:21 pm
--  
PostPosted: Sat Aug 24, 2019 2:22 pm
--  

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Sat Aug 24, 2019 2:23 pm
--  
Reply
Fundamentals :: Character Creation Knowledge ||→ {2}

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum