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Author Topic: [Dark Inheritance] Hybrids  (Read 3278 times)
Mister Andersen
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« on: December 06, 2007, 11:50:44 AM »

Yes, I'm aware that Morg did some conversion work. It is however somewhat out of date

Quote from: New Talent.
Transgenic Human. Your genes are a mix of human and something else, designed to make you a better soldier.
   Requirement: Culture (Posthuman).
   Type: Medium biped near-human. Attempts to treat you with human medicine suffer a -1 penalty. You suffer a -2 penalty on all attempts to disguise yourself as or blend in with humans. Additionally, you only gain your specialty's bonus feat when it is Criminal, Genesoldier, Hunter, Operative, Serviceman or Special Ops.
·   +2 Constitution, -2 Charisma.
·   You gain the Unarmed weapon proficiency.
·   You gain the fast healing and low-light vision qualities.
·   You automatically succeed on all cooperative checks where you are the helper if you have at least 4 ranks in the skill being used and the leader shares your allegiance or is one of your team-mates.
·   You gain a +1 bonus to your threat range with Blend checks. This bonus increases by a further +1 at career levels 5, 10, 15 & 20.
·   The initial disposition of any character that does not share your native culture and is aware of your Talent is reduced by 1 grade.

Quote from: New Specialty.
Genesoldier. You've been genetically altered to be all you can be in furthering the agenda of your masters.
   Requirement: Transgenic Human or Allegiance (Project: TITAN).
·   Bonus feat: Any Species or Tradecraft for which you meet the prerequisites.
·   Your base speed increases by 5 ft.
·   The lower of your Strength and Dexterity scores increases by +2,. This increase is applied after any change to your ability scores granted by your Talent.
·   Each time you gain 1 or more ranks in Athletics, you also gain an equal number of ranks in Tactics. This may not increase your Tactics skill beyond its maximum rank.

You've now just effectively met Dark Angel's Max Guevara.

The genesoldier senior agent class has been reduced to a specialty - as SACs & Masterclasses go, it wasn't all that inspiring.

This of course means that the rest of the Hybrid stuff has gone the way of the feat. There have been some deviations from the source material - the Piscean is now the Cetacean, and I think scarier for it

Quote from: New Species Feats.
Cetacean Hybrid.
These are perhaps the most disturbing of the viable hybrid population: their dark skin, lean frames, long webbed digits and cranial dome make them superficially but distinctly resemble one of H.R Giger's biomechanical creations. Their quick high-pitched speech patterns and ability to bioluminesce only enhances their unsettling nature.
   Prerequisites: Transgenic Human racial talent. Career level 1 only.
   Benefit: Your type becomes Medium biped quasi-human. Attempts to treat you with human medicine suffer a -4 penalty and you suffer a -8 penalty on all attempts to disguise yourself as or blend in with humans. 
   ·   Your Intelligence increases by +1.
   ·   Athletics is always a class skill for you, and your result cap with this skill increases by 5 (max 60).
   ·   You gain the Achilles heel (heat), aquatic, augmented (1.5x-4x optical sight), augmented (caliber II portable sonar), augmented (multi-spectrum flashlight) qualities.
   ·   You gain damage resistance 6 vs. cold.
   ·   A number of times per scene equal to your starting action dice, when submersed,  you are capable once per round of making a powerful sonic attack by aggressively 'pinging' an opponent with your sonar (treat as a ranged stun gun that deals bang rather than electrical damage).
   ·   The initial disposition of any character that does not share your native culture and is aware of your Talent is reduced by an additional 2 grades.
   ·   If you have more levels in any base class than your highest level in either Explorer or Scout, your starting action dice are reduced by 2.

Feline Hybrid.
Sleek, quick loners that see their prey coming.
   Prerequisites: Transgenic Human racial talent. Career level 1 only.
   Benefit: Your type becomes Medium biped semi-human. Attempts to treat you with human medicine suffer a -2 penalty and you suffer a -4 penalty on all attempts to disguise yourself as or blend in with humans.
   ·   Your Dexterity increases by +1.
   ·   Sneak is always a class skill for you, and your result cap with this skill increases by 5 (max 60).
   ·   Your base visual range is equal to your Wisdom score Χ 20 ft, and unless you are blinded, the range penalty applied to your ranged attacks is reduced by 2 (minimum -0).
   ·   You gain damage resistance 6 vs. falling damage.
   ·   The initial disposition of any character that does not share your native culture and is aware of your Talent is reduced by an additional 2 grades.
   ·   If you have more levels in any base class than your highest level in either Intruder or Scout, your starting action dice are reduced by 2.

Lupine Hybrid.
Dogged and loyal, you make the team greater than the sum of its parts.
   Prerequisites: Transgenic Human racial talent. Career level 1 only.
   Benefit: Your type becomes Medium biped semi-human. Attempts to treat you with human medicine suffer a -2 penalty and you suffer a -4 penalty on all attempts to disguise yourself as or blend in with humans.
   ·   Survival is always a class skill for you, and your result cap with this skill increases by 5 (max 60).
   ·   Your base scent range is equal to your Wisdom score Χ 10 ft, and when able to rely on your sense of smell, you gain a +4 bonus with Survival/Tracking checks and Notice/Awareness checks made to determine surprise.
   ·   Each of your team-mates who can see or hear you benefits from your Interests as if they possessed them.
   ·   Once per session, you may speak to 1 of your team-mates for 1 minute to grant them a +1 morale bonus with all saving throws until the end of the current scene.
   ·   The initial disposition of any character that does not share your native culture and is aware of your Talent is reduced by an additional 2 grades.
   ·   If you have more levels in any base class than your highest level in either Scout or Thug, your starting action dice are reduced by 2.

Reptilian Hybrid.
Cold and deadly, anything that doesn't kill you is something you can easily recover from.
   Prerequisites: Hybrid racial talent. Career level 1 only.
   Benefit: Your type becomes Medium biped quasi-human. Attempts to treat you with human medicine suffer a -4 penalty and you suffer a -8 penalty on all attempts to disguise yourself as or blend in with humans.
   ·   You gain the Achilles heel (cold), augmented (caliber IV sensor mask: heat) quality.
   ·   You gain damage resistance 6 vs. Heat damage.
   ·   During an Intel phase, you may spend 1 action die to completely recover from any 1 critical injury suffered during a previous mission.
   ·   Once per session you may take a single Refresh action for which the result is doubled.
   ·   The initial disposition of any character that does not share your native culture and is aware of your Talent is reduced by an additional 2 grades.
   ·   If you have more levels in any base class than your highest level in either Scout or Soldier, your starting action dice are reduced by 2.

Rodentine Hybrid.
Cunning and tenacious, you can easily go where others can't
   Prerequisites: Transgenic Human racial talent. Career level 1 only.
   Benefit: Your type becomes Medium biped semi-human. Attempts to treat you with human medicine suffer a -2 penalty and you suffer a -4 penalty on all attempts to disguise yourself as or blend in with humans.
   ·   Search is always a class skill for you, and your result cap with this skill increases by 5 (max 60).
   ·   While you are in a group of 5 or more that share your this feat and are within 15 ft. of each other, you gain the swarm quality.
   ·   When you are the Prey in a foot chase, you treat Maneuvering Room as one grade better than usual (Tight becomes crowded, Crowded becomes Close, Close becomes Open).
   ·   You may move through cramped and confined spaces as if your size category were one grade less.
   ·   Your weight is considered 75% of normal for purposes of triggering traps.
   ·   The initial disposition of any character that does not share your native culture and is aware of your Talent is reduced by an additional 2 grades.
   ·   If you have more levels in any base class than your highest level in either Intruder or Scout, your starting action dice are reduced by 2.

Ursine Hybrid.
Big, strong and scary.
   Prerequisites: Hybrid racial talent. Career level 1 only.
   Benefit: Your type becomes Large biped semi-human. Attempts to treat you with human medicine suffer a -2 penalty and you suffer a -4 penalty on all attempts to disguise yourself as or blend in with humans.
   ·   Your Strength increases by +1.
   ·   Intimidate is always a class skill for you, and your result cap with this skill increases by 5 (max 60).
   ·   You gain the natural attack III (squeeze) quality.
   ·   You gain damage resistance 6 vs. subdual damage.
   ·   The initial disposition of any character that does not share your native culture and is aware of your Talent is reduced by an additional 2 grades.
   ·   If you have more levels in any base class than your highest level in either Martial Artist or Scout, your starting action dice are reduced by 2.



« Last Edit: December 10, 2007, 09:07:18 PM by Mister Andersen » Logged

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« Reply #1 on: December 06, 2007, 01:32:21 PM »

Hey Mr. A, a quick question for you.  For the Transgenic Hybrid, why is there a -2 to blend and disguise checks, but an increased threat range for blend? 
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« Reply #2 on: December 06, 2007, 02:49:00 PM »

The penalty is from the Near-Human as Crafty wrote the type, and I'm guessing the threat bonus is partly to offset that, and partly to allow a certain uncanniness.  They don't really fit in, but they have good protective coloration, so when they overcome their uncanny nature, they're much much more likely to not be noticed.
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Mister Andersen
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« Reply #3 on: December 06, 2007, 03:06:51 PM »

Pretty much, yes. Also, Though at a slight disadvantage, they're very good at capitalising on the chances they do get.
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Mister Andersen
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« Reply #4 on: December 06, 2007, 05:19:06 PM »

The rest of the hybrids are up, but it doesn't end there.

Quote from: New Species Feats
Overt Hybrid.
Your animal heritage is obvious for all to see.
   Prerequisites: Any other Hybrid feat. Career level 1 only.
   Benefit: Your type becomes quasi human (or non-human as appropriate), the error range of any check with either the Disposition or Hands-On tag increases by 1 (to a minimum error range 1 regardless of other character options), and the initial disposition of people towards you who do not share your native culture decreases by a further grade and may never raise above Intrigued regardless of other character options. Your Strength and Wisdom scores both increases by 2, your Intelligence score decreases by 2 and you gain either the natural attack (bite II) or natural attack (claw II) quality (chosen when this feat is acquired).
   Special: When purchasing the prerequisite Hybrid feat, you may choose to exactly once reduce your Charisma by 2 in order to acquire Overt Hybrid as a bonus feat.

What Big Teeth You Have.
Whether through additional tinkering with your genome or the spontaneous expression of a latent capacity, you are developing your inner predator.
   Prerequisites: Transgenic Human racial talent.
   Benefit: You gain the natural attack (bite II) and natural attack (claw II) qualities, or if you already posses these qualities they increase by 1 grade.
   Special: Each time you gain a level hereafter you may exactly once also choose to decrease any of your ability scores by 1 to permanently gain the venomous quality: You produce 3 doses of poison (improved lethal poison or improved dementia poison) each scene. These doses cannot be saved or stockpiled from scene to scene, but may be used with a natural attack or be applied to items or weapons during the current scene. You again a +4 bonus on all saves to resist your own poison.
« Last Edit: December 06, 2007, 05:25:43 PM by Mister Andersen » Logged

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« Reply #5 on: December 06, 2007, 05:21:18 PM »

Thanks MA. It's really good to see how the game's tools have evolved.
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« Reply #6 on: December 06, 2007, 05:33:48 PM »

Yes, I'm rather pleased with how they turned out.

For people who like their hybrids more in an Abe Sapien mode, swap out both the augmented (sonar) and aquatic qualities, the +1 to intelligence, and 'ping' attack and replace with a +2 to Intelligence and bonus SCUBA system, and invert the drowning rules (functions as per normal when submerged, starts to drown/suffocate when water tank runs 'dry').
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« Reply #7 on: December 06, 2007, 09:53:53 PM »

I did do an update of them a while back, but for the life of me I could not find the thread.  Here they are for those interested.

Hybrid Talents

Feline (Cat)
•   +4 Dexterity, -2 Wisdom, -2 Charisma.
•   You gain the standard bonus feat from your Specialty only if it is Commando, Hunter, Operative, Rescuer, Serviceman, Soldier of Fortune, Special Ops, Stranger, Trooper, or Warrior.
•   Quasi-human: Attempts to treat you with human medicine suffer a –4 penalty. You suffer a –8 penalty on all attempts to disguise yourself as or blend in with humans.
•   Sneak is always a class skill for you. Furthur, your result cap with this skill increases by 5 (maximum 60).
•   You have the NPC qualities low-light vision and natural attack (claws I).
•   Your Speed increases by 5 ft.
•   You gain a +1 insight bonus with Initiative checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Lupine (Wolf)
•   +2 Strength, +2 Wisdom, -2 Intelligence, -2 Charisma.
•   You gain the standard bonus feat from your Specialty only if it is Commando, Hunter, Operative, Rescuer, Serviceman, Soldier of Fortune, Special Ops, Stranger, Trooper, or Warrior.
•   Quasi-human: Attempts to treat you with human medicine suffer a –4 penalty. You suffer a –8 penalty on all attempts to disguise yourself as or blend in with humans.
•   Survival is always a class skill for you. Furthur, your result cap with this skill increases by 5 (maximum 60).
•   You have the NPC qualities improved scent and natural attack (bite I).
•   You automatically succeed on all cooperative checks where you are the helper if you have at least 4 ranks in the skill being used and the leader shares your talent or is one of your teammates.
•   You gain a +1 bonus with skill checks made to determine suprise. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Piscine (Fish)
•   +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma.
•   You gain the standard bonus feat from your Specialty only if it is Commando, Hunter, Operative, Rescuer, Serviceman, Soldier of Fortune, Special Ops, Stranger, Trooper, or Warrior.
•   Quasi-human: Attempts to treat you with human medicine suffer a –4 penalty. You suffer a –8 penalty on all attempts to disguise yourself as or blend in with humans.
•   Athletics is always a class skill for you. Furthur, your result cap with this skill increases by 5 (maximum 60).
•   You have the NPC qualities aquatic and low-light vision.
•   Your Speed increases by 5 ft.
•   Your base Defense increases by 1.
•   You may retry a skill check without suffering any penalties listed in its Retry entry a number of times per session equal to your starting action dice.

Reptilian (Lizard)
•   +2 Dexterity, -2 Charisma.
•   You gain the standard bonus feat from your Specialty only if it is Commando, Hunter, Operative, Rescuer, Serviceman, Soldier of Fortune, Special Ops, Stranger, Trooper, or Warrior.
•   Quasi-human: Attempts to treat you with human medicine suffer a –4 penalty. You suffer a –8 penalty on all attempts to disguise yourself as or blend in with humans.
•   Acrobatics is always a class skill for you. Furthur, your result cap with this skill increases by 5 (maximum 60).
•   You have the NPC qualities augmented (sensor mask I (heat sensor and motion sensor)) and fast healing.
•   Each time you suffer attribute damage, the attribute damage suffered decreases by 1 (minimum 1).
•   Your base Defense increases by 2.

Rodentine (Rat)
•   +2 Intelligence, +2 Wisdom, -2 Strength, -2 Charisma.
•   You gain the standard bonus feat from your Specialty only if it is Commando, Hunter, Operative, Rescuer, Serviceman, Soldier of Fortune, Special Ops, Stranger, Trooper, or Warrior.
•   Quasi-human: Attempts to treat you with human medicine suffer a –4 penalty. You suffer a –8 penalty on all attempts to disguise yourself as or blend in with humans.
•   Search is always a class skill for you. Furthur, your result cap with this skill increases by 5 (maximum 60).
•   You have the NPC quality damage resistance 6 (subdual) and damage resistance 6 (falling).
•   You gain a +1 insight bonus with Fortitude saves against disease and poison. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Ursine (Bear)
•   +4 Strength, -2 Wisdom, -2 Charisma.
•   You gain the standard bonus feat from your Specialty only if it is Commando, Hunter, Operative, Rescuer, Serviceman, Soldier of Fortune, Special Ops, Stranger, Trooper, or Warrior.
•   Quasi-human: Attempts to treat you with human medicine suffer a –4 penalty. You suffer a –8 penalty on all attempts to disguise yourself as or blend in with humans.
•   Intimidate is always a class skill for you. Furthur, your result cap with this skill increases by 5 (maximum 60).
•   You are always considered armed with a deadly weapon when making an Intimidate check or initiating a Stand Off.
•   Each time an opponent attacks you and misses, he suffers 1 point of stress damage.
•   You gain DR 2/-. This damage reduction stacks with and is considered to come from armor.
•   You may avoid receiving the fatigued or unconscious conditions from taking damage to your wounds a number of times per scene equal to your starting action dice.
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« Reply #8 on: December 06, 2007, 09:55:32 PM »

Some interesting work there, MA.
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« Reply #9 on: December 07, 2007, 12:48:04 AM »

Thanks. Smiley

I did consider doing each one individually, but it seemed more elegant to me to use the latest tools and instead have them all spring from a common root .

It also means that there's now a tool kit that effortlessly allows you to play Dark Angel as well as Dark Inheritance games;D
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« Reply #10 on: December 07, 2007, 09:06:31 AM »

I did consider doing each one individually, but it seemed more elegant to me to use the latest tools and instead have them all spring from a common root .

It also means that there's now a tool kit that effortlessly allows you to play Dark Angel as well as Dark Inheritance games;D

When I did mine, I did them because I really didn't like the idea of putting the hybrids into a talent/specialty mold as Morg originally did.  I thought they could be done as straight talents.  I do like yours, though, as it does allow for increasing options in types (adding more feats) and such.  It is a good use of the new race mechanics being used in Origin of the Species pdfs.  The Classic Races are going to rock.
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« Reply #11 on: December 07, 2007, 10:41:21 AM »

Redoing the Titans is proving... interesting. I've settled on two important structural decisions so far:

1. The 'default' talent makes you a Lost One, with feats reshaping you into one of the Lineages.
2. Potency is now a Wealth stat that will in part determine the maximum level of the birthrights you can use/acquire. Character level will probably end up acting as a brake of some kind. As a corolary, I'm tempted to make individual legacy points available as mission-only resource picks (say PR1 at III and PR2 at V).
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« Reply #12 on: December 07, 2007, 11:02:23 AM »

Mouthymerc - can we get those talents in the wiki?
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« Reply #13 on: December 07, 2007, 11:36:46 AM »

Mouthymerc - can we get those talents in the wiki?

Feel free to do with them as you will.
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« Reply #14 on: December 10, 2007, 07:00:56 AM »

Anderson, how is the Swarm quality envisaged to work on the Rodentine?
It says 5 or more characters sharing the talent (which would be Transgenic Human) so a party with say 3 Ursine & 2 Rodentine, all within 15 foot would get the ability - though as far as I can tell only the 2 Rodentines would be able to combine attacks...

Or should it read 5 or more possessing the Rodentine Hybrid feat?
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