Create Imbuing Agent: General Abilities
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Create imbuing agent: general abilities (Major) by Znbrtn
"heh, i got what you need."
With this ability, a character is able to create a variety of powerful compounds from his own superhuman energies. While not as potent as true imbuing compounds, they are still effective in their own way. Every 6 hours, the character's body can naturally produce one dose (+1 at levels 4,8, and 12) in either a chewable pill or natural injector form (chosen by the character each time) that he or another character can use to grow more powerful temporarily. Pills have a longer effect and much milder crash effects than injectors, but injectors are more potent and, of course, work instantly. All pill and injector bonuses and penalties are cumulative.
- Duration: Once created, single doses last up to 1 week, after which time they dissolve naturally.
- Dose duration: Pills take 1 minute to take effect and last 1d6x10 minutes +10 per level, while injectors go to work instantly, but last only 1d4 melee rounds. Penalties for both last only 1 minute, but are drastically different in effect based on intake method.
- Attacks per melee: It takes one melee action to eat a pill or inject oneself with an injector.
- Pill/injector effects, followed by pill/injector crash effects:
- Hardbody: The user's skin, hair and nails harden into a form of natural body armor. Grants a natural AR of 10 for pills and 12 for injectors. Nails harden into claws, inflicting 2d6 damage for pills and 4d6 damage for injectors. For pills, the crash is a mild itching sensation as the skin returns to normal, leaving the character distracted (-1 to all combat skills, -10% to skills) for the duration. For injectors, the effects are a much more unpleasant cracking of the skin, causing 3d6 SDC damage (never hit points) on top of the effects of the pill.
- Steroid: The user's muscles, bones and tendons are reinforced greatly for the duration, giving the character +10 to PS, as well as bumping their strength scale up to extraordinary for pills and superhuman for injectors. For pills, the crash causes uncomfortable muscle aches and spasms, reducing their effective PS score by 5 and inflicting a -1 to strike, parry and dodge. Injectors cause, in addition to the above, a measure of actual damage to the muscles, causing 1d6 hp damage and reducing the character's PE score by 3 for the duration.
- Reflex booster: The user's neural pathways are enhanced, causing, in their perception, the world to slow down. pills grant an additional 1 action per round and a basic auto-dodge(+0), while injectors grant an additional 2 actions and +4 to auto-dodge. crashes from the pill cause a general feeling of disorientation, causing the character to lose 1 action per round to righting himself. In addition to the above, injector crash makes the character roll a save vs. nonlethal poison(16 or better), where failure causes the character to lose consciousness for the duration.
- Energy booster: The user is infused with a great amount of stamina, allowing them to exert themselves at 80% (multiply spd by .8) for pills and 100 % for injectors, for the entire duration of the dose without tiring. The crash for pills causes the character mild nausea for the duration(-1 to all actions, -10% to skills), and makes them instantly hungry afterward, while injector crash adds a healthy dose of vomiting to the mix, halving the character's actions for the duration.