Microorganism Assault
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Microorganism assault [Major] by Iczer
'Got a cold? you do now'
The character can bump microorganisms up the evolutionary ladder for a brief period.
While specifics vary, the net effect is to alter the scale of a microorganism's efforts.
- Viruses: Incomplete organisms that replicate inside a host species. Enhancing these provokes an immune response from the target resulting in sickness (Typically -2 actions, -20% to skill checks, half skill bonuses and speed). If the target is already exposed to a virus, it instead becomes more virulent and deadly (double the rate of infection, chance of infection and severity of symptoms. Potential sufferers have a -4 to make saving throws vs enhanced viral agents).
- Bacteria: Occur virtually everywhere. In nature they scrub air, recyle nutrients and allow peutrification. The character can affect these things, slowing or increasing their speed by a factor of 10. In living things (which recieve a saving throw 14+ PE bonus applies) it can cause them to cease digesting food for a period,(make a saving throw every 6 hours. Failure means the character gains no nutrition from his food and starves for that period. Lasts until he makes the saving throw) or cause their internal bacterium to expand and grow aggressive enough to start eating the host (Saving throw or take 1D4 HP damage and lose an action per melee round due to pain. make a new saving throw once per round until successful). some diseases are bacterial and if enhanced function the same way as mentioned under viruses.
- Fungi: Use of this power causes a massive growth spurt in exposed funguses. Double the volume of fungal masses every melee round as long as it remains within the character's area of effect, and that it has the ability to sustain itself (food and a surface to grow on). This can block roads, choke waterways and accellerate the decay process of organic objects. You can reduce the time for brewing or cooking with yeast by a factor of ten (a three week homebrew can be done in 2 days) and bread can be made to rise or fall without heat (though it will remain doughy unless toasted.)
- Protozoa: Essential to the decomposition process, enhancing protozoa can cause a target to start to fall apart. on an area, decay accellerates, reducing the SDC of most objects by 5% per round. living creatures in this area must make a saving throw once per minute or suffer 1D6 SDC damage and the loss of a PE point. directly targeting a living being forces a saving throw or the loss of a PE point and 3D6 damage. enhancing some protozoa in a target can reverse the effects of any and all of the other organisms, fighting and reducing disease, illness and infectation. Targets affected by this power can gain a +6 to saving throws vs poison and take half damage from natural (or unnatural) decay.
- Helminths: Small, worm-like objects (such as the tapeworm and all forms of nematodes). enhanced they become aggressive and territorial. As these only live inside a host they cause problems similar to enhanced virus and bacteria. a saving throw is required to avoid ill effects. If it fails, the target becomes host to these parasites. the penalties are varied, but are commonly reduced healing (half rate) increased appetite feelings of weakness (Fatigues 50% faster) and a general malaise (-1 to initiative and -5% to skill use). Helminths outlast other infections, able to carry on on their own until medical treatment is sought after (penalties persist until treated).
Other bonuses: Natural biology skill equal to 30%+5% per level, or +20% to biology skill. Immune to diseases. heal at double normal rate.