097 - Loose Assets 1
Loose Assets
An assortment of content not incorporated into a page.
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XENO
ZbotVp7 yellow jackets
Mana: MED | Tags: [Beast - Blood] | Power: HIGH
Xenos are a new species only discovered in the last 10 years by an Alphazon research team on Titan. A crashed ship from outside the solar system. Normal Xenos are monsterous predators, but after killing some witches on the team, they started hatching hybrids that are more humanoid and less feral. These hybrids have established a colony. They run at 120mph, can throw cars, and have hard carapaces equivalent to mithril armor with claws and bladed tails. Remarkably quiet in movement and can see infrared and UV.
Xenos draw Mana from Eggs, laid by the xeno if female. Male xenos benefit from the eggs laid by their parent or eggs laid by their own mate. Each egg individually provides about 1% total mana per minute at a range of 500 meters, .5 for an additional 500, .1 in another 500. Stacks. Eggs can't be fertilized after being laid, remaining as mana batteries, but are fertilized during formation like the sexual reproduction most witches are familiar with. An egg lasts 1 month before running dry, unless supplied blood. 1 drop = 1% charge.
XENO -10
Some Xenos seem to have a natural affinity for working biomatter. Gain Necromancy 3 and Hexes 3.
Their body is also enhanced, their outer plating is just as sleek as it was, but is twice as hard and they resist energetic damage by 75% (Cold, Heat, Electricity, Radiation, etc). Xenos by default already can exist comfortably in vaccum as well as high pressures.
Using Necromancy to manipulate their own flesh and bone consumes no mana, neither does using Hexes, to work with their own biomatter, including eggs, allowing them to easily create networks of biomatter like veins to connect eggs in order to keep them supplied with blood.
Xenos, having the Beast affinity, can take Metamorphosis. When they do, they are treated as taking the Dragon form with some tweaks. They do not have wings, but they gain incredibly strong acid blood and sweat that can be produced on demand to produce an Acid based "breath weapon", and allows them to very easily burrow through the earth leaving unnaturally smooth and hardened walls within the tunnels they leave. The acid breath in an area remains dangerous for 5 minutes, melting through the ground at a few feet/min
CYBORG
QlwvPHz high sigh migh
Mana: MED | Tags: [Body - Metal] | Power: HIGH
Cyborgs can be simulated a number of ways but this Cyborg type is a particular instance and a common type of witch back on Tera Prima, combining flesh and synthetic components. Cyborgs don't age past their appearance, and a dead cyborg will have a small backup chip that can be inserted into a new cyborg body. Cyborgs can have up to 5 mundane items integrated into their body for use in some manner.
Cyborgs draw Mana from Electricity, using internal reactors, typically in the form of fuel pellets, little beads any alchemist can learn to make using stardust and a potion of stamina of any rank. R1: Restores 1% mana capacity per minute for up to 24 hrs. R2: 2%, R3: 5%, R4: 10% per 30seconds for 1 hour. R5: 25% per 10 seconds for half an hour. A cyborg with no fuel pellet will feel a hunger-like sensation.
They can of course tap into any power source to drain electricity at the rate at which the system is rated for, such as 1,500 watts for an outlet, which can charge 5% per minute. Cyborgs are not immune to electrical damage from unregulated attacks
CYBORG -6
While all cyborgs have some degree of passive regeneration capable of providing healing / maintenance to inogranic parts of their body, it isn't particularly notable or versatile beyond that. Cyborgs with this type perk however, have built in internal nanofabricators, little factories that produce femtomachines. This allows them to mend their body at a rapid rate, repairing damage comparable to a bullet wound every few seconds, and can fully repair their body, both synthetic and organic parts.
Additionally, they can take Gadgetry and/or Integration at half price as though they had affinity for it, and when they do they are not linked to Alphazon, and their Gadgetry can be produce from their body on demand. Utilizing a silver swarm, if the witch has Metallurgy it's usage costs half the mana it would normally.
SPIDER
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Mana: MED | Tags: [Beast - Metal] | Power: HIGH
A species of Manaweaver spiders that can produce witches, but usually it's humans who awaken and turn into one. The size of a human hand, they can produce a foot of semi-metalic webbing per minute as thick as yarn, their bites can paralyze any creature not magically protected, they climb walls as you'd expect. They age comprable to a human but can cocoon themselves for 48 hours to emerge youthful again, between 12-24 depending on how long they were cookin in there. A dead Spider witch can assume direct control over the body of any unintelligent children they've created by laying eggs in the hundreds, only creating intelligent spiders if they reproduce sexually if you must know.
Spiders draw Mana from Bondage, look, I know how that sounds and that's not wrong either, but so long as a spider has a human or supernatural creature bound in their webbing, they produce charge similar to a gorgon's stash of statues. Bound targets each provide about 1% capacity per min. A willing participant provides 5%. If a bound target is killed, it provides an instant +50%.
SPIDER -8
There are those among the spiders that can adopt the shape of a much smaller spider for convienience, between the size of a dime or a halfdollar, or they can freely assume the form of a much larger spider that in its normal stance would be eye level with an adult human male's chest. In this form their exoskeleton is plated like thick steel armor, and their speed matches that of a sports car.
In this form they can produce webbing as thick and sturdy as a metal cable on demand capable of reaching roughly 100 meters when launched, easily latching on to nearly any surface, or they can create 10ft increments of nanowebbing very difficult to see that when properly anchored will slice through bone with just the force of a victim walking into it.
The Spider can now learn Arachnescence, at a faction discount, their web is 3x durable.
Spiders that take Metamorphosis can take the Zoearch form of a great spider. With r5 Arachnescence, they can instead choose the form of the Basilisk replacing the snake aesthetics with the arachne aesthetics to your description, spider eyes function the same as the snake heads. For size, their spider body matches the zooarch, plus the human upper body adding height. Each eye can think separately as mirrors of the same consciousness.
GNOME
6O1LJuZ race on down
Mana: MED | Tags: [Nature - Metal] | Power: HIGH
Gnomes are tiny inventive people that even in the wilds in history they were a productive and innovative people relying heavily on cunning works of primitive engineering to construct safe communities and traps to deal with a world of far larger threats, working with trees, roots, and earth. Now they're natural at working metals into complex contraptions. They stand only 4 inches tall but have the strength of a typical humanoid child, impressive for their size, and the espeed of a cat with strong limbs and durable bodies that are near immune to blunt damage.
Gnomes draw Mana from Tinkering, any time they create anything, they gain mana from doing so proportional to the material value, skill necessary, and time required. Juryrigging a quick contraption in a minute with a practical function and purpose could net you as much as 15% of your mana capacity. A long project that takes 4 hours could be a full restore, or 5 minutes with high skill, value, and risk of failure. Major projects taking a week to build can double their capacity for a week.
GNOME -15
The mastery of a Gnome genius, an inventors spirit comparable to fictional mad scientists.
You use engineering to replicate in a limited capacity, the effects of any magic effect of any Magic Specialization. Rank 1 takes 1 hour of work, 8 for R2, 24 for R3, 1 week for R4, and 1 month for R5, involving components of comparable rarity to a Potion of its rank. Instantaneous / non durational effects have a 25% failure chance, and each failure has a 50% chance to destroy the device. You can repair a destroyed device in 1/10th the time. Duration / continuous based magics have this fail chance at every 24 hours of total activity. Gadgetry can be replicated without fail chance. Can have a tiny cockpit to operate Power Armor.
(Or a Golem made with Hexes, or Franken body made with Necromancy.)