FlamingScales
2010-11-26, 02:32 AM
http://images4.wikia.nocookie.net/__cb20081011051154/starcraft/images/d/d6/Baneling_SC2_head1.jpg
Parasite
Awaken my child, and embrace the glory that is your birthright. Know that I am the Overmind; the eternal will of the Swarm, and that you have been created to serve me.
--Zerg Overmind, Starcraft
This race is probably going to turn over a lot of previous ideas about how to run your game. In short, you have to rely on the fact that your host may or may not be the most optimal race for what you want to accomplish. If you choose this race, you are going to gamble that your enemies will do two things: succumb to your overwhelming mindpower, and be useful for your purposes.
HD: d6
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 1|+ 2|+ 0|+ 2| Possession, Frail Body
2|+ 1|+ 3|+ 0|+ 3| Memory Tap, +1 Int
3|+ 2|+ 3|+ 1|+ 3| Host Exchange, +1 Wis
4|+ 2|+ 4|+ 1|+ 4| Improved Possession, +2 Int
5|+ 3|+ 4|+ 1|+ 4| Shaper Skill, +2 Wis
6|+ 3|+ 5|+ 2|+ 5| Detonating Slime
[/table]
Class Skills - Bluff, Disguise, Move Silently
Racial Traits -
Bonuses: +2 Intelligence, +1 Wisdom, -2 Charisma
Parasites are incredibly clever, needing to outsmart potential hosts in order to gain possession. However, they are often unfamiliar with any social interactive characteristics of the host, and is often hostile to those they don't recognize on their own.
Parasites have minimum physical scores of 1 (Str, Dex, Con). The physical scores may only change when a host is present. The parasite's mental abilities (Int, Wis) are always used.
Possession - Parasites must have a host in order to fend for themselves. Possession takes two standard actions. In possession, the parasite must have access to an open orifice of the host (i.e. nostrils, mouth, ear canal, etc.) In order to possess something, a Parasite must make successful Will Check against the potential host. On a successful Possession, parasite assumes full control of the host body. The host may make a Will Save HD times/week to expel the host. DM decides when this occurs. The parasite can only switch hosts if the previous host dies.
Parasites take on all aspects of their hosts, including Weapon Proficiencies, racial bonuses (to physical stats only), natural abilities, and equipment on their person at the time. If none of this information is available, DM may make random rolls to decide this.
Frail Body - Parasite must be Fine size. Without a host, parasites lose one level per week. These levels will only be regained through regain of EXP.
Memory Tap - Parasite is now able to access memories of the host. Personal memories are taken advantage of in order to blend in with . In this Racial Charisma bonus is dropped to -1.
Host Exchange - Parasite is now able to to switch hosts while the previous host is alive. However, upon leaving the previous host, host may decide to attack the parasite in revenge for being dominated. This ability may be used 1/HD/day.
Improved Possession - Same as Possession, but host may not make Will saves to expel parasite after successful possession.
Shaper Skill - The parasite is now able to manipulate the brains capacity for hormone control able to chemically change the physical build of a character. On Successful possession, Parasite may make rolls to determine physical stats. Rolls are six sets of 3d6b3. No re-rolls
Detonating Slime - If exiting a live host, Parasites may choose to kill the host upon exiting.
Thats it for now.
Looking for comments, critique, etc.
Changelog
Changed physical scores to constant 1's
Possession now is Will check versus Will Check
Shaper Skills re-done.
Parasite
Awaken my child, and embrace the glory that is your birthright. Know that I am the Overmind; the eternal will of the Swarm, and that you have been created to serve me.
--Zerg Overmind, Starcraft
This race is probably going to turn over a lot of previous ideas about how to run your game. In short, you have to rely on the fact that your host may or may not be the most optimal race for what you want to accomplish. If you choose this race, you are going to gamble that your enemies will do two things: succumb to your overwhelming mindpower, and be useful for your purposes.
HD: d6
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 1|+ 2|+ 0|+ 2| Possession, Frail Body
2|+ 1|+ 3|+ 0|+ 3| Memory Tap, +1 Int
3|+ 2|+ 3|+ 1|+ 3| Host Exchange, +1 Wis
4|+ 2|+ 4|+ 1|+ 4| Improved Possession, +2 Int
5|+ 3|+ 4|+ 1|+ 4| Shaper Skill, +2 Wis
6|+ 3|+ 5|+ 2|+ 5| Detonating Slime
[/table]
Class Skills - Bluff, Disguise, Move Silently
Racial Traits -
Bonuses: +2 Intelligence, +1 Wisdom, -2 Charisma
Parasites are incredibly clever, needing to outsmart potential hosts in order to gain possession. However, they are often unfamiliar with any social interactive characteristics of the host, and is often hostile to those they don't recognize on their own.
Parasites have minimum physical scores of 1 (Str, Dex, Con). The physical scores may only change when a host is present. The parasite's mental abilities (Int, Wis) are always used.
Possession - Parasites must have a host in order to fend for themselves. Possession takes two standard actions. In possession, the parasite must have access to an open orifice of the host (i.e. nostrils, mouth, ear canal, etc.) In order to possess something, a Parasite must make successful Will Check against the potential host. On a successful Possession, parasite assumes full control of the host body. The host may make a Will Save HD times/week to expel the host. DM decides when this occurs. The parasite can only switch hosts if the previous host dies.
Parasites take on all aspects of their hosts, including Weapon Proficiencies, racial bonuses (to physical stats only), natural abilities, and equipment on their person at the time. If none of this information is available, DM may make random rolls to decide this.
Frail Body - Parasite must be Fine size. Without a host, parasites lose one level per week. These levels will only be regained through regain of EXP.
Memory Tap - Parasite is now able to access memories of the host. Personal memories are taken advantage of in order to blend in with . In this Racial Charisma bonus is dropped to -1.
Host Exchange - Parasite is now able to to switch hosts while the previous host is alive. However, upon leaving the previous host, host may decide to attack the parasite in revenge for being dominated. This ability may be used 1/HD/day.
Improved Possession - Same as Possession, but host may not make Will saves to expel parasite after successful possession.
Shaper Skill - The parasite is now able to manipulate the brains capacity for hormone control able to chemically change the physical build of a character. On Successful possession, Parasite may make rolls to determine physical stats. Rolls are six sets of 3d6b3. No re-rolls
Detonating Slime - If exiting a live host, Parasites may choose to kill the host upon exiting.
Thats it for now.
Looking for comments, critique, etc.
Changelog
Changed physical scores to constant 1's
Possession now is Will check versus Will Check
Shaper Skills re-done.