Life Generation
Life generation [Minor] by Iczer
'Here we go.....this will cure what ails you'
The character generates a kind of life force that he can tarnsfer to others.
1) HP battery. The character has a battery of extra HP equal to His PE plus 2 per level. These HP recover at a rate of 4 per hour and can be used as described below.
2) heal self or others: The character can tarnsfer 1d4 HP per action to a target, in order to top up their own supply of HP, or can simply channell it into himself to heal.
3) generate life form. The character can spontaneously generate small life forms, creating worms, insects and other extremely simple creatures. A single HP can generate a handfull of harmless bugs or worms out of nothing, or create a single immature budding plant, ready to be planted, or 5 square feet of mold or fungus up to one inch thick, or 2 square feet of semi-complex plant life (vines and grasses typically).
4) Impregnate: The character can use this power to spontaneously cause a creature to start their reproductive process. Ineffective on males, but very effective on plants (which immeadiately attempt to grow fruit..1D4 fruits formed per HP used. Females of any species will become pregnant with a single clone of themselves, but 5 HP are needed, and the target may make a saving throw (12+ PE bonuses apply..although an animal, particularilly one in heat, may not resist).
Life generation: [Major] by Iczer
"These guys? Oh don't mind them...they just like to sniff out all my new friends"
The character can generate small life forms to assist him, act as pest of to serve less functional and more aesthetic roles.
1) Simple life forms: The character can generate small simple life forms. simple life forms include any creature or living thing less than 5 lbs lacking sufficient complexity to warant a vertebra. This includes whole scores of insectoids, crustaceans, worms slugs and annelids, as well as plants. The character can generate 5 lbs +1 lb per level, per day of simple organisms. These creatures are bound by the laws of nature, but are otherwise as varied as the whimms of the character.
2) Familiar growth: The character can create one creature per hour to act as a familiar. Familiars are generated as with simple life forms (above) but are invested with a fraction of the character's will. as such, they can transmit images and sounds to their creator over a range of 500 feet per level. Familiars only have a lifespan of 3 hours unless stowed inside the character's body. Typically, the character can hold 4 familiars inside his body at any time. Familiars are typically 2-3 lbs, and usually have a set of tiny manipulators for the character to perform simple skills through.
3) Enhanced life forms: Every level beyond the first, the character can add special features to his creations. These features only affect new creations, and do not retroactively apply to creatures already in existence.
- Enhanced size. Life forms may be as big as 10lbs +3 per level. add 5 lbs to the character's maximum biomass production for the day. taken twice, the lif form may be 20lbs +6lbs per level, and can produce 4 times normal mass.
- Nutritious: Life forms are optimised to act as nutrition for the character's species.
- Prodigious: The lifeforms can reproduce and create more of their number on their own.
- Increased intelligence: the creatures have the relative intelligence of a reptile or amphibian. taken again increases this to the level of a cat or other small mammal.
- Vertebrates: the character can create vertebrates. Vertebrates are slightly smarter and more complex.
- Juvenile: the character can create embryonic stage creatures and implant them in a willing or restrained receptcale. the recepticle makes a save (use PE bonuses. needs 14+) to resist this implantation. failure emans the victim falls pregnant (even if male, the wrong species or even a plant). the juvinile option is unnavailable until level 5. The character needs to make a biology roll (at -10%) to create a working lifeform.
- Acidic: the lifeform can excrete acid as a defence. this acts as a stinging spray, a mildly stinking gas or sprayed irritant. taken twice the life form has an actual damaging attack, which inflicts 1d6 damage for every 2 levels of the creator. stepping on or crushing such a creature inflicts 2d4 damage (4d4 if taken twice) on the foot of the squishee)
- Explosive: the creature explodes on command (if a familiar) or as an act of self preservation. the exlosion has a radius of a mere 5 feet and inflicts 3d6 damage. evey time this is taken, the radius exopands another 5 feet and the damage increases by 1d6.
- Skilled: the character can design a creature with extra skills, granting it two of the following: prowl, climb, swim, track animals or gymnastics at +10%.
- Growth: the character can create lifeforms that continue to grow. Not applicable to creatures designed with juvinile or vertebra enhancements. The life form has no upper size limit, and continues to grow if supplied with food.
- Harsh survival: Created creatures are 'gifted' with a type of one use shot of the major power 'adapt to environment'. taken twice, the creature may be gifted with the equivilant of an alien's environmental adaptation (though bonuses may be muted due to the creatures size)
- Humanoid: This ability has the prerequisites of intellect (twice) and vertebrate. the character can create simple intelligent beings. they are typically formed immature, depending on daily mass level
- Gestate: the character can create a creature over multiple days. he needs to create some sort of housing for the life form (takes a week to grow the biomatter). each day thereafter, the character adds a little more biomass to the mixture until the creature is complete.