Rules:Stricta Plantae

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Rules in progress: The rules on this page are in development and not yet implemented. Do not use them in regular play. Once this marker is removed, you may (and should!) begin to use them.
These are the official character rules for Stricta Plantae. For the story-based description of them, go here.

Name: Stricta Plantae
Class: Minor Race
Tech Bias: Excellent
Gain Rate: 3%
Available Power Types: Phys, Psi
History and Background Page: Stricta Plantae

Major Racial Advantages

Cybernetics: The alien species originally comes from a planet that is orbited by 3 suns making solar energy abundant since there is no night. Since space transportation and the need to explore the galaxy the species have developed a way to gather and store energy via nodules placed about the sub dermal layer of the plants skin. The species has enhanced this technology to absorb and convert other energy types into usable power. The race can take a tech action to convert up to twice their natural charge in energy. This energy is added to a secondary Stamina pool.

Regeneration: As a Focus Action, Stricta Plantae may convert up to twice their total natural charge (from both PLs, if they are a multi-PL character) from their stamina pool into durability. This heals them, and may even regrow limbs that have been severed or destroyed. Outside battle, if they have time to rest, and if exposed to sunlight then they can recover from incapacitating wounds more rapidly (two points of incap restored per day). Regardless of damage taken the sun’s ability to nurture the race boosts its health exponentially.

Major Racial Disadvantages

Weakness to Toxins: Because of the way the plant people are physically composed any sort of toxin or poison attacks act twice as fast and deal twice as much harm as usual.

Part Machine: Any type of electrical attack causes the cybernetics to go haywire. Stricta lose use of there Cybernetics for one turn after being struck with an electric-type attack.

Weakness to Burn: Being adapted to a very hot planet does not mean they like fire. Stricta suffer twice the amount of burn damage in an initial round of burn. (For example, if an attack causes 87 burning damage over two posts, it would deal 174 damage in the first round and then the normal 87 damage in the second round.)

No Gimme Blast: PhysPL-based Stricta may not have a blast or beam attack in their basic PhysPL template. PsiPL-based Stricta do not possess TK Wave or TK Rush gimmes.

Overload: The Stricta can only absorb so much charged energy. If at anytime they have a charged pool of energy (due to Cybernetic absorption) greater than 3 times their TotalPL, the Cybernetic systems start to overload, causing natural charge in damage each turn until the pool is no longer at an overload level.

No Room for the Unknown: Stricta cannot gain a KiPL or MagPL. Their physiology does not support such energy types. They still possess a mortal-grade KiPL signature.

No Hospitals: Due to the inherently different biology of the Stricta Plantae, human hospitals do not grant them any special healing benefits.

Spokesman: Dashizer.