Cannibal Chemistry

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Cannibal Chemistry: [Major] by Iczer

'Errghh...Now lets see how you handle battery acid fool'

The character can convert parts of his own flesh and blood into a variety of chemical weapons.

1) Generate acids: By drawing on 1d4 hit points, the character can create and expel bolts of acid from his hands or mouth. These blasts inflict 4d6 damage to a target out to 20 feet, and inflict a further 2d6 damage on the next round. The character enjoys a +2 to strike with aimed shots. the character can create 1 acid blast per level before needing to sacrafice additional Hit points.

2) Narcotic production: By expending 1 Hit point, the character generates a variety of pharmacopea from his pores. A single touch by this character when he starts producing Narcotics can produce any one of the following effects

  • Nausea: 1D4 Melee rounds. Target loses half his attacks per melee, and and has half Speed, -20% to all skills and halve all combat bonuses.
  • Sedation: 1D4 Melee rounds Target loses one melee attack and -2 to all combat skills, and automatically loses initiative. Speed is reduced to 1/4. If not actively stimulated from an outside source then may fall asleep for 1d4 minutes (save 14+ every round of relative inactivity. ME bonuses apply)
  • Hallucinations: 1D4 melee rounds. Target falls under the effect of a failed Horror Factor check. landmarks become confused and distorted and a perception check is required to tell friend from foe, discern speech or get one's bearings.
  • Agony: 1D4 Melee rounds. Target suffers intense agony. The distraction causes a -6 to initiative and -2 to strike parry and dodge as well as -40% to all skills. Character must save vs pain ever melee round (14+) or take 1 Hit point damage.
  • Bliss: 1D4 Melee rounds. Target feels very peacefull and happy. +10% to most skills and +6 to save Vs Horror Factor. also half initiative and -1 attack per melee.
  • Hyperactivity: 1D4 Melee rounds. The target gains +1 attack per melee, and +50% to all speed modes but loses all coordination, halving all combat bonuses (except initiative)
  • Rage: 1D4 Melee rounds. Target gains +2 to strike, but -2 to parry dodge and roll. Is insensitive to pain and fatigue for the duration, but is -50% to all skills, and can barely speak. Must make a saving throw (14+ ME applies) or attack the nearest person or object every action.

Any of these effects are countered by a successful saving throw (14+ PE bonuses apply) The effects are not addictive physically, but weak minded individuals may become emotionally addicted. The character can affect himself. at levels 2,4,6,8,10,12 and 14, all durations extend by 1 melee round. at levels 4,8,and 12 targets recieve a -1 to their saving throw. The character has 1 touch per level before needing to expend more Hit points.

3) Copy chemical: The character can copy a chemical or drug that he has made physical contact with. Once he has sampled a chemical compound or drug, he may reproduce it by expending 1D4 HP. The character can memorise one chemical reaction or drug per level, but may swap out his knowledge of older ones. The chemical or drug operates as it normally does and must be administered the same way (he cannot turn an injected chemical into a contact chemical)

4) Other bonuses:

+4d6 HP
+6 to save vs poisons. Poisons and drugs do half damage/effect and have half duration. Acids and toxins also do half damage.