Bio-Energy Cysts

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Bio-energy cysts [major] by Iczer

'He is flesh and blood master, despite those growths on his body he is fleash and blood..and he can be killed'

The character can cover his body in lumpy growths. These growths may resemble skin cancers, cycsts, boils, wooden thorns, mineral deposist or as the character desires, but lowers his PB by 8 points when he grows them. these cysts provide partial protection, but can also be milked for nutrients.

1) Protective measures: +50 SDC, a natural AR of 8 +4 to roll with punch/fall impact +4 to PE. The cysts have as many HP as the character. the cysts neutralise poisons and toxins. each saving thow failed by the character inflicts 1D4 damage to the cysts HP's instead of their usual effect, and no secondary damage occurs from them. The cysts can release HP into the body, curing 3D6 SDC or HP and expending the same.

2) feeding: 12 HP can be expended by the cysts to feed and provide water for one man for one day., or can heal HP damage to another at the same rate as he heals himself. The fluid from the cysts can be mildly addictive and a pleasnat narcotic (about as addictive as weed). Drinking 6 HP from a cyst can neutralise poison in a body, or by drinking 12 points the subject can be cured of most serious illnesses and addictions (only to replace with a new one).

By drinking 20 HP, a target may become juiced up, gaining the power of lightning reflexes for 2D4 minutes. anyone drinking more than 10 points a day can be infected with a mutation. the target makes a saving throw (14+ PE bonuses apply) after a week of drinking 10 points per day. if he fails, he gains a random mutation from the mutants chart. (5% chance instead gains an alien body type instead).

3) Cyst arsenal: the character blow 1D4 Cyst HP to create a variety of biological attacks: each attack is a 'squirt' that can be projected 30 feet +one foot per PE point. with +3 to strike.

Acidic: inflicts 3d6 damage, with an additinal 1d6 damage each round for the next 1D4 rounds.
Mace: called shot only. inflicts blindness and stinging to eyes, -6 to all combat manoevres. blinded for 1d4+1 rounds
Venomous: Save vs Lethal poison or take 4D6 damage.
Nauseating bile: Save vs non lethal poison or lose 2 from all combat manoevres, -1 attack per melee, and -30% to spd and skill use (vomiting and gagging) lasts 1D4+1 rounds
Paralysis: Save vs non lethal or gain numbness where the fluid splashes. -2 PP and -4 Spd per failed save. lasts 2D4 melee rounds.

4) Spoilsport: Any cutting or pericing melee attack can be absorbed by the cysts HP instead of the character's SDC. If so, the attacker is immeadaitely sprayed by one of his toxic bursts. the attacker must dodge (16+) to avoid.

5) Healing: The charactre heals at three times normal rate when this power is active. The cysts themselves heal their Base SDC at a rate of 2D4 per half hour and HP at a rate of 1D4 per hour. Drinking the juice from any of the cysts takes one melee round for every 4 HP drunken, and up to 4 people can 'feast' on a character at any given time.