New Racial Character Class (R.C.C.) Pryon Humanos
Posted: Thu Nov 02, 2023 5:24 am
Pryon Humanos R.C.C.
Several years after the first Augmenter had taken nest within House Gene-Coil, a new sub-classification of humans had been born. These new humans are referred to as Pryons, or simply P.R.Y.s. Pryons have a strange bond with their augmented biotech and have been very valuable to the household's advancements in research and development. Each Pryon is capable of producing an extended field around them that calms biotechnology, reducing its constant hunger and easing the general difficulties in operating them. These changes are even more valuable as they extend in a radius around the Pryon that effects everything within it. This strange ability has been contributed to their merged DNA with the symbiote, as well as advances in genetic engineering that apply from the augmenters research directly. These changes have also been noted to apply when they utilize the various weapons and armors, war mounts and even some proto-mechs being designed by Elder Stalk. With these changes, everyone working with house Gene-Coil are ecstatic as this can very well change the outcome of their constant war against the machine. It's been noted that if the Augmenter was more aggressive in their research of the human body, and the augments that can be applied, the Pryons produced have a new ability... they can learn Bio-Mancy spells and have developed a resistance to the severe lack of magic on the planet, utilizing Bio Energy as their main source of power.
Genetic Enhancements
1. Each Pryon starts with 3d6x10 plus P.E. attribute in P.P.E. after level 5, each develop 1d6+5 P.P.E. per level. Each Pryon is immune to debuffs involving a lack of magic on the worlds they visit, however, regenerate P.P.E. at 4d8 P.P.E. per 8 hours when on a magically influenced planet. Otherwise, they consume 10 Bio-E to replenish 2d8 P.P.E.
2. Each Pryon can produce 2d12 Bio-E per day and can store up to 50 at any time. This Bio-E cannot be traded or exchanged, as they feed on the Bio-E to maintain their bodies and gear. The Pryon can, counts as 2 melee attacks, force feed their equipment to replenish their gear. This can only be done once per week as its very taxing on their bodies. When the gear is replenished, it doesn't need refeeding for 1d4-1 days, (Minimum of 1). This doesn't replenish the ammo within their gear, it just feeds it.
3. At first Level, each Pryon can select up to 2 Biomancy spells from levels 1-3, and learn 1 additional spell at levels 4, 9, 14.
4. Each Pryon can take any Splicers O.C.C. however, they prefer Dreadguard, Roughnecks, Geneticists, Outriders, Bombardiers, and Gardeners.
Pron Humanos R.C.C.
Attribute Requirements: M.E. and P.E. must be 12 or higher.
Alignment: Any, frequently scrupulous.
O.C.C. Skills: Same as their O.C.C. chosen, they get +5% to all skills they inherited.
Secondary Skills: Same as their O.C.C. chosen, they get +5% to all taken skills.
Standard Equipment: Same as their O.C.C. chosen, plus 200 credits worth of gear the player chooses.
Money: Each Pryon Starts with 1d8x100 Credits in addition to their starting bonus from their O.C.C.
Notes: Each Pryon has very human qualities, however, they are noticeably distracted when near Gene-Pools or Brain-Pools as they will for 2d6+2 minutes stare in a trance like state at the pool's inner parts. If allowed to remain in their trance uninterrupted, they will wake as though having fully rested, being able to return to work without additional difficulty, as well as not suffering penalties for lack of sleep.
However, if a Pryon is disturbed during their trance, they will suffer penalties from sleep deprivation, or if they are already sleep deprived, take double penalties until they get 8 hours rest.
Several years after the first Augmenter had taken nest within House Gene-Coil, a new sub-classification of humans had been born. These new humans are referred to as Pryons, or simply P.R.Y.s. Pryons have a strange bond with their augmented biotech and have been very valuable to the household's advancements in research and development. Each Pryon is capable of producing an extended field around them that calms biotechnology, reducing its constant hunger and easing the general difficulties in operating them. These changes are even more valuable as they extend in a radius around the Pryon that effects everything within it. This strange ability has been contributed to their merged DNA with the symbiote, as well as advances in genetic engineering that apply from the augmenters research directly. These changes have also been noted to apply when they utilize the various weapons and armors, war mounts and even some proto-mechs being designed by Elder Stalk. With these changes, everyone working with house Gene-Coil are ecstatic as this can very well change the outcome of their constant war against the machine. It's been noted that if the Augmenter was more aggressive in their research of the human body, and the augments that can be applied, the Pryons produced have a new ability... they can learn Bio-Mancy spells and have developed a resistance to the severe lack of magic on the planet, utilizing Bio Energy as their main source of power.
Genetic Enhancements
1. Each Pryon starts with 3d6x10 plus P.E. attribute in P.P.E. after level 5, each develop 1d6+5 P.P.E. per level. Each Pryon is immune to debuffs involving a lack of magic on the worlds they visit, however, regenerate P.P.E. at 4d8 P.P.E. per 8 hours when on a magically influenced planet. Otherwise, they consume 10 Bio-E to replenish 2d8 P.P.E.
2. Each Pryon can produce 2d12 Bio-E per day and can store up to 50 at any time. This Bio-E cannot be traded or exchanged, as they feed on the Bio-E to maintain their bodies and gear. The Pryon can, counts as 2 melee attacks, force feed their equipment to replenish their gear. This can only be done once per week as its very taxing on their bodies. When the gear is replenished, it doesn't need refeeding for 1d4-1 days, (Minimum of 1). This doesn't replenish the ammo within their gear, it just feeds it.
3. At first Level, each Pryon can select up to 2 Biomancy spells from levels 1-3, and learn 1 additional spell at levels 4, 9, 14.
4. Each Pryon can take any Splicers O.C.C. however, they prefer Dreadguard, Roughnecks, Geneticists, Outriders, Bombardiers, and Gardeners.
Pron Humanos R.C.C.
Attribute Requirements: M.E. and P.E. must be 12 or higher.
Alignment: Any, frequently scrupulous.
O.C.C. Skills: Same as their O.C.C. chosen, they get +5% to all skills they inherited.
Secondary Skills: Same as their O.C.C. chosen, they get +5% to all taken skills.
Standard Equipment: Same as their O.C.C. chosen, plus 200 credits worth of gear the player chooses.
Money: Each Pryon Starts with 1d8x100 Credits in addition to their starting bonus from their O.C.C.
Notes: Each Pryon has very human qualities, however, they are noticeably distracted when near Gene-Pools or Brain-Pools as they will for 2d6+2 minutes stare in a trance like state at the pool's inner parts. If allowed to remain in their trance uninterrupted, they will wake as though having fully rested, being able to return to work without additional difficulty, as well as not suffering penalties for lack of sleep.
However, if a Pryon is disturbed during their trance, they will suffer penalties from sleep deprivation, or if they are already sleep deprived, take double penalties until they get 8 hours rest.