Difference between revisions of "Rules:Stricta Plantae"

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:;''These are the official character rules for Stricta Plantae. For the story-based description of them, go [[Stricta Plantae|here]].
 
:;''These are the official character rules for Stricta Plantae. For the story-based description of them, go [[Stricta Plantae|here]].
  
'''Name''': Stricta Plantae
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'''Name''': Stricta Plantae <br>
'''Class''': Minor Race
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'''Class''': Minor Race <br>
'''Tech Bias''': Excellent
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'''Tech Bias''': Excellent <br>
'''Gain Rate''': 3%
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'''Gain Rate''': 3% <br>
'''Available Power Types''': Phys, Psi
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'''Available Power Types''': Phys, Psi <br>
 
'''History and Background Page''': [[Stricta Plantae]]
 
'''History and Background Page''': [[Stricta Plantae]]
  
== Major Racial Advantages ==
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'''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 to Stamina/Durability.  They can also use this energy to discharge an energized blast at natural charge.
 
''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 to Stamina/Durability.  They can also use this energy to discharge an energized blast at natural charge.
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== Major Racial Disadvantages ==
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'''Major Racial Disadvantages'''
  
 
''Weakness to Toxins'': Because of the way the plant people are physically composed any sort of toxin/poison act's twice as fast and deals twice as much harm as usual.
 
''Weakness to Toxins'': Because of the way the plant people are physically composed any sort of toxin/poison act's twice as fast and deals twice as much harm as usual.

Revision as of 23:04, 25 February 2009

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 to Stamina/Durability. They can also use this energy to discharge an energized blast at natural charge.

Regeneration: As long as the character has stamina they can take a full round doing nothing more and convert stamina into durability. This even heals, and re-grows limbs. If they have time to rest, and if exposed to sunlight then they can recover from incapacitating wounds within days(Every incap day counts as 2). Regardless of damage taken the sun’s ability to nurture the race boosts it’s health exponentially.


Major Racial Disadvantages

Weakness to Toxins: Because of the way the plant people are physically composed any sort of toxin/poison act's twice as fast and deals 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 in which they are 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. [IE: 87 burn over two posts deals 174 damage in the first round and then normal damage the next]

No common blast: No Stricta comes with a common blast technique. They have to physically convert other energy types into usable blasts in order to achieve such an attack.

Overload: The Stricta can only absorb so much charged energy. At anytime they have more charged pool of energy due to Cybernetic absorption than 3 times their PL the race starts to overload causing natural charge in damage each turn until the pool is regulated, or is used.

No room for the unknown: Stricta cannot gain a Ki, and/or Mage PL. Their physiology does not support such energy types. Thus they would only convert any sort of power gained by having these PL's into their own PL, and thus are unable to sustain any sort of Ki or Mage PL.

Spokesman: Dashizer.