Forced Evolution

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Forced evolution: [Major] by Iczer

'that's what I adore about the zoo...so much potential'

The character can artificially force random evolutionary advantages on a target.

1) Evolve humanoids: By touching a humanoid for one minute (must be willing or unable to resist) the character can force a massive biological series of shifts. The target gains the minor power of Physical Perfection OR Feral (powers unlimited 1) and a random mutation. Transformations like this last one hour for each level of the character and target combined. The character cannot evolve himself with this ability.

2) Evolve animals: The character can perform the same trick on animals. animals are usually unable to be made willing (you technically cannot get them to give consent unless they can understand you). apply one mutation and either the minor power of Feral or physical perfection. Alternatively you can grant them human level sentience and 40 Bio-E. Animals evolved in this manner retain their transformations for one hour per level of the character.

3) Evolve Microbiologicals: The character can cause localized bacteria, mold, spores and fungus to swell and expand. it takes a mere melee round to create a slime puddle. Such pools of evolved bacteria can be treated as semi sentient hostile environments. A pool is roughly 3 feet across per level of the character and a foot high, and moves with a spd of 6. Such pools have one attack per melee and all that is is simply moving onto or over living targets. +3 to strike parries are impossible without some sort of inorganic shield. They have 12 HP per level of the character, but are immune to physical attacks. Being slapped by one of these pools is like having acid splashed on you, inflicting 2D4 damage +1D4 damage per level. Double damage if a target should be engulfed by one of these pools, half if a target is dumb enough to actually punch or strike one. In addition each pool has one of the following added benefits.

01 Extra acidity: Damage is done with D6's rather than D4's
02 Robust: Has 20 HP per level.
03 Noxious: Being within 10 feet of the creature requires a saving throw vs poison from its fumes ;(14+ or become choked - lose one attack and -2 to strike/parry/dodge)
04 Airborne: The is a gas cloud and floats 1D4+2 feet off the ground with a speed of 10
05 Carnivorous: Every 20 points of damage caused by the blob increases it's effective level by one
06 Virulent: The blob's touch causes massive infections and lesions. it's damage ignores any natural AR from organic sources(including invulnerability), but targets gain a saving throw vs disease to take half damage.
07 Fast: The blob gains an extra attack doubles its spd and gains a+2 to strike
08 Highly caustic: The blobs acid touch affects inorganic objects as well, inflicting double normal damage to stone and metal.
09 Long lasting: The blob persists for 1D4 days before devolving back to where it came from
10 Roll twice.
Duration: Evolved bacteria remain in their blob like state for 1 minute per level of the character.
Limitations: The character gains no actual control over his creations, so he best avoid his blobs and rampaging evolved Apes. The touch range of his powers, and the durations make them unseemly for combat, though great for unleashing chaos.
Other bonuses: The character enjoys some measure of physical enhancement, gaining the minor power of Physical Perfection.