Introduction
The nurse made a final check on the advanced equipment in front of her, Genetic integrity stable, Doctor. She turned to face Doctor Darian Harwood, All readings nominal.
Good! Doctor Harwood spat, Its about bloody time, too. The doctor groped around the many pockets in his white doctors coat to find a cigarette, only to remember that he had given up last month, Damn
He looked up at the latest of his genetically enhanced children. Model AX137 should have been a success on the first attempt, nearly three years ago, but DNA manipulation wasnt as easy as it sounded. The teenage girl that hung suspended in a two-meter high tank of amniotic fluid was the sixteenth attempt at creating a new and improved human being, with abilities far in excess of those of normal men and women.
Doctor Harwoods backtracking was interrupted by the nurses voice, and an all-too-familiar klaxon sound, Doctor, the genetic integrity is down by two percent, just like our previous subjects, although this time she seems to be resisting any further degradation.
Thats interesting, Doctor Harwood thought. What about her vital signs?
No significant change, Doctor, although her heart rate had increased by five percent at the alarm, she seems to be stable now, except for that two percent integrity degradation.
The nurse was doing it again, Harwood thought, calling the subject her and she instead of it or the subject. He would get onto Pentex personnel department and have her replaced after this project was over. She was getting too involved with the subjects.
Make ready the electromagnetic pulse generator. If its showing signs of resistance to DNA integrity changes, the subject should be woken up. He glanced at the nurse, moving to the EMP-Generator.
EMP level at fifty percent and rising, Doctor. The nurse turned to him, Do you think its wise to awaken her before the implants have been made?
So thats her game, Harwood mused, shes been sent to test him by Pentex Security. But those internal police didnt know the first thing about DNA research, and he wasnt about to be told rules and regulations in his own laboratory.
Dont question my instructions, nurse, just get that charge up to one hundred percent as soon as possible. Harwood looked back to his flashing console, The subjects integrity has dropped another one percent, and is still falling!
EMP-Generator ready, Doctor! The nurse held her right index finger over a flashing red button on the EMP controls.
Do it, woman! Harwood screamed, watching the girl.Two-hundred volts lanced through the amniotic fluid, causing the teenage girl to shudder and spasm. The pulse lasted less that a second, but the girls body continued to shake for another minute.
Doctor Harwood watched, enraptured, as the girl inside the tank slowly opened her eyes and looked into his.
Her features twisted into an expression of confusion, Where am I? she voiced silently in the tank.
Doctor Harwood continued to stare at the naked girl in the tank, watching for signs of genetic damage, but could see none. After five minutes of staring, he turned to the nurse, Drain the tank, quickly!
The nurse went to another console, and after pressing a few buttons, the level of fluid inside the tank began to drop, slowly at first, and then with increasing speed. She gazed at her new daughter with all the affection a Mother would her for her own offspring. She had seen far too many of Doctor Harwoods creations undergo painful mutations into grotesque monsters, then to die of internal injuries or at the hands of the Pentex security guards guns.
The nurse took off her own lab-coat and draped it over the girls shoulders to reduce the poor childs shivering. Why hadnt Harwood thought about a robe for his subjects?
Harwood began to take readings from the girl, who shuddered every time he touched her. He tried to open the lab-coat which she held closed around her body, but she held fast to the two sides and he couldnt make her open her arms, so he pressed a small button on the pen-pocket on his own lab-coat and two Pentex security guards opened the laboratory door and strode towards the Doctor.
Open her arms! he ordered, and they each took hold of one of the girls arm and began to force them open.
The next few seconds went by as if in a dream. The girls arms firstly remained closed, even though the guards seemed to be pulling with all their considerable strength. She then swung then open much faster than the eye could see, throwing both of the men across the lab, crashing into the wall nearly ten meters away.
Both men got to their feet and drew their guns, but before anything else happened, the girl looked at one of them and said You dont want to do that.
The guard looked back at her and the other watched as he slowly put his pistol back in his holster. The second guard brought his gun to bear, but suddenly found it difficult to see as a burning liquid was thrown in his face. The hydrochloric acid began to eat away his facial tissue, and he fell to the floor screaming.
The nurse, wiping her hand with a cloth, turned to the girl, If you want to get out of here, follow me! The nurse turned to the door, but as she ran, four more security guards crashed through it. They raised theyre Uzis and the shots tore through the nurse and flung her lifeless body onto the EMP-console, sparking from the intrusion of blood into its delicate mechanism.
For that, you die, the girl cried, and lifted her hands up, palms forward. A powerful blast of plasma energy leapt from her hands and exploded on the chest of the leading guard, reducing him to a charred skeleton. The other men opened fire, and the girl was knocked off her feet by the impact of the bullets.
She pushed herself up onto one arm, the other palm forward at the doorway, no apparent wounds from the gunshots. Another blast of plasma jumped the gap and struck a fire extinguisher next to the guards, which exploded, sending shards of steel careening across the lab, tearing through the security guards and grazing the Doctors arm.
The guards lay still on the floor, one across the room moaned pitifully as his face continued to be dissolved by the acid that the nurse had thrown onto him. The Doctor glared at the girl, who seemed to be considering the alternatives of allowing the Doctor to live, or to blast him with plasma.
She turned and walked to the door, and then turned to face him, Who am I, Doctor?
Youre a mistake that Pentex will track down and erase from the face of the Earth. Harwood spat, clutching at his torn and bleeding arm.
Not if I can help it! She lifted up her hand, palm facing forwards.
The Doctor had time to scream once
Character Creation
Pentex have been making much headway in the use of genetic engineering to create a new breed of human being, Homo Superior. The buzzword around the corporation is Pentex Children, DNAs or Dianas. Several different experiments have been running in unison, each with their own project goal, and this particular one is to create human beings with powers that will help in the battle between their own corporation and several militant environmental groups (including the Garou). The project began as an innocent one, looking into the use of genetic manipulation to remove hereditary diseases, but has been corrupted by the Wyrm to create human soldiers to further increase Pentexs influence over the world.
Player characters are subjects that have escaped from these projects, and are now hunted by the Pentex Corporation. In some instances, federal law enforcement officers become involved, although the characters true nature is usually withheld.
The characters are created as any other WOD character, with 7/5/3 share for attributes, and 13/9/5 share for abilities. They have 5 points in backgrounds, and a number of Willpower points equal to their Stamina and Wits.
Now comes the hard part. All DNA character's have 10 points to spend on abilities given to them through genetic dabbling by the Pentex Corporation. Each ability/power is given a name, cost, and a short description. Abilities that are dot based are given a cost with the letter "e" after it, to indicate it's cost per dot.
Ambidextrous, 2: Just like the merit.
Amphibious, 2: The character can breath underwater. The gills are situated just like those of Kevin Costner in WaterWorld (behind the ears). The character is also immune to deep water pressure problems, such as the bends, etc.
Barbed Joints, 2: The character's knuckles, elbows and knees have sharp bony barbs, which give the character 2 extra dice in unarmed combat damage. If the character has a prehensile tail, there will be a barb on the end of that as well.
Body Armour, 2e: The character's skin is so tough that it acts like body armour, giving the character 2 normal soak dice and 1 aggravated soak dice per dot.
360-degree Joints, 2: The character can turn all of her joints 360 degrees, giving her the double-jointed bonus for escaping bonds, and other contortions. She will find scrubbing her back a cinch.
Extendable Joints, 2e: Each dot in this ability allows the character to increase the length of her limbs (and neck, which can be interesting around Vampires) by 1ft, which will help her reach the top shelves in department stores, retrieve cats stuck up trees, increase her reach in melee combat, gains 1 extra dice per dot when in pursuit of an opponent, and increases her jump distances by 1ft up/2ft across per dot.
Chameleon, 4: The character possesses a genetically altered skin that acts like liquid crystal (the stuff that's used in laptop computer screens) and can change her skin colours to match her surroundings a sort of built-in super camouflage. Opponents are +2 difficulty when attempting to locate a character using this ability. This power only affects normal sight, and can be defeated with thermal imaging equipment. The character also gains 2 extra Stealth dice. Colour changes will take about 15 seconds for a simple background, and up to 2 minutes for a complicated one.
Claws, 1/2: The character has claws that are either fixed (1 point) or retractable (2 points). They are about 2 inches long, and do Str+2 damage. They also give the character 1 extra dice when climbing.
Clinging, 4: The character's skin cell contain tiny suction cups, or hair-like claws that grip onto most surfaces. Suction cups allow the character to grip onto relatively smooth surfaces (metal, glass, plastic) with +4 extra dice of Strength, and can climb smooth surfaces(glass-sided buildings, etc) with the same dice bonus. Hair claws allow the character to cling onto rougher surfaces (concrete, stone, wood) with the same bonuses.
Double Jointed, 1: Just like the merit.
Enhanced Attributes, 1e: The character can increase one or more attribute at 1 point per dot, per attribute, and can exceed the normal 5 dot maximum. This, of course, carries with it the normal benefits.
Enhanced Balance, 1: The character has an equilibrium that is at least equal to that of monkeys and apes. Acrobatic rolls involving balance and equilibrium (tightrope walking, juggling, etc) have their difficulty reduced by 2.
Enhanced Smell, 2: The character can detect and identify odours at the same level as that of a bloodhound. A successful Intelligence+Alertness roll, difficulty 6, is required, and another roll at difficulty 8 will allow the character to track the scent for one scene.
Parabolic Hearing, 2/+1e: The character has extremely sensitive hearing, and can pick up sounds much like a cat or dog. The base increase is +2 dice on hearing perception rolls, but each extra dot (costing 1 point) adds another dice to the roll). The character is, of course, more susceptible to sonic attacks. A successful Wits roll will enable the character to avoid damage to her hearing, and a Perception+Alertness roll, difficulty 8, will allow her to separate different sounds from each other,
Hearing (Radio), 3: The character can "hear" radio waves, and can tune in on a particular transmission with a successful Perception+Alertness roll, difficulty 8.
Hearing (Ultrasonic), 1: The character can pick up very high (insect calls, movement, dog whistles) and very low frequencies (breathing, ground vibrations, etc), as well as radar beams (beep, beep, beep ). A successful Perception+Alertness roll, difficulty 8, will give a direction and, with three or more successes, distance.
Vocal Imitation, 2: The character is able to imitate any spoken voice that she has heard at least once. A well known voice is easier that that of someone she might only have heard hailing a cab, with the bonus to a Manipulation+Subterfuge roll being between zero and +3 dice, difficulty 6-8 (It's easier to fake a voice over the telephone, for example).
Sound Imitation, 2: While the character can't imitate a voice, the character is a veritable walking special effects source (Jones, from Police Academy), with a machinegun, police siren, car alarm and bird calls all within her ability. A successful Manipulation+Subterfuge roll, difficulty between 6-9 (birds 6, sirens 7, guns 8, alarms 9). An amplification source (such as a megaphone) can certainly help for louder sounds (reduce the difficulty by at least 1).
Toxin Immunity, 3: This works in the same way as the Fianna gift of Resist Toxin in Werewolf. The character rolls Stamina+Survival, difficulty 6, and just one success means that the character is unaffected by the toxin.
Locking Joints, 3: The character can lock any of her joints at will, and enjoys a 2 dice bonus in grappling and strength rolls that locking joints would be useful.
Luminescence, 2/+1e: The character has a gland within her body that allows her to produce a glowing light from any exposed skin, in a similar way to a firefly. The ability begins with the intensity to reach about 3m, increasing by 3m for each extra point spent. Range is doubled if the character is dressed in short sleeves and short pants. A bikini or bathing trunks triple the range.
Nausea Gland, 2/+1e: Within the character's wrists are two glands that produce a nauseous spray that has an arc of around 60*, and a range of 3m. The range can be increased by 3m for every extra point spent, and the character can use this ability a number of times equal to her Stamina+Nausea Gland. Difficulty to hit anyone within normal range is 6. The effects are the same as the Vomit Gas in the Vampire Players Guide.
Nictitating Membrane, 2: The character has a second pair of eyelids, much like a cat, and is protected from the effects of dust, smoke and bright light.
Pheromones, 3: The character can produce concentrated levels of body chemicals which can attract members of the opposite sex, and repel members of the same sex (unless that person is homosexual, in which case they might well be attracted ). It's range is generally dependant on conditions, but can typically affect an entire room after a few minutes. The character gains 3 extra dice on any seduction and charisma rolls against the opposite sex while using this ability.
Eidetic Memory, 2: This ability works in the same way as the merit.
Hyperactivity, 2e: The characters metabolism runs at a much higher rate than that of normal human beings, making them extremely quick in reactions, and manipulative motion. For each dot, the character gains an extra dice to roll in initiative rolls, and one extra action per round.
Radar, 4/6: The character can emit, at will, radio waves in a 180* spherical arc (i.e. everything in front). The range is normally line-of-sight, although this can be reduced by thick smoke, rain and fog. The character is completely unaffected by lack of light for knowing the position of objects and opponents. Spending 6 points increases the field of "vision" to a full 360*, meaning that the character cannot be blindsided in close combat.
Regeneration, 3/+2e: The Garou have it, Immortals have it, and Vampires can do it. Humans usually have to wait around for several months to regenerate serious wounds, but with this power, the character can make a Stamina+Regeneration roll, difficulty 6, with each success healing one wound level. Aggravated damage requires 3 successes per wound level. This can be done once per turn, and does not count as an action.
Running, 1/+1e: The character can add two extra dice to her pursuit dice per dot in this ability, and can run at high speeds (shown below) for a number of minutes equal to her Stamina+Running:-
Running Level Speed 1 30 mph 2 60 mph 3 100 mph 4 200 mph 5 400 mph 6 Mach 1 Intimidating Roar, 2: The character can make an impressive noise that might well scare away an opponent, or at least distract them. The power works the same way as Howl of the Banshee (another Fianna gift from Werewolf), where all around the character must make Willpower rolls, difficulty 8 (6 for friends) or run in terror from her for one turn per failed die. Those who succeed suffer a -2 dice penalty on their next action.
Sleepless, 3: A character who has this ability does not need to sleep, and in fact finds it very difficult to do so (-2 difficulty for resisting sleep inducing drugs, toxins and powers). The character can use this extra time to do research, or some other activity, but they still need to rest for at least 4 hours a day, usually watching TV, reading, or listening to music. The character has a lifespan that only lasts for 2/3rds that of a normal human, however.
Venom Attack, 2/+2e: The character uses an existing attack form, such as claws, teeth or barbs to do injury to an opponent through injecting a venom, which needs 3 successes. The venom releases a muscle relaxant into the opponent, which begins immediately to reduce the number of dice they can use by 1 per turn, per dot in Venom Attack. The opponent can resist each turn by making a Stamina+Fortitude roll, difficulty 8. If the character cumulates 6+Venom Attack successes in two turns, the opponent succeeds in shrugging off the effects completely, otherwise they must continue to resist every turn at increasing difficulty, or simply let the venom take effect. Mortals with a heart condition may suffer a heart attack from the effects of this venom.
Vision (Independent), 2: The character can look in two directions at the same time, just like a chameleon, and concentrate on both fields of vision at once. The character can perform two simple actions without penalty (open a door and shoot a gun, for example). Anything more complicated will gain a penalty, but is still possible (typing a password and tuning in a radio, for example). The character also gains 1 extra die in initiative rolls, but only as long as they can see their opponent.
Vision (Infrared), 2: The character can see into the infrared part of the spectrum, being able to see heat sources, including people. Detail, such as an individual's heat signature, is difficult to make out (Perception+Alertness, difficulty 8) but not impossible. The character can ignore darkness penalties in most circumstances.
Vision (Microscopic), 2/+1e: This ability allows the character to see objects that are 10x smaller than normally visible to the naked eye. Additional points will gain a respective x10 increase (i.e. two extra points will increase the magnification of objects by 1000x).
Vision (Night), 3: This power works in the same way as the Vampire Protean 1 discipline Gleam of the Red Eyes.
Vision (Telescopic), 3/+1e: This works in the same way as the Vision (Microscopic) ability, except it allows the character to see objects at a distance, rather than just close-up.
Empathic Sight, 2/+2e: The character can make out a target's emotions. The range begins at 5m, and increases by 5m per extra dot in Empathy. The character must make an Perception+Empathic Sight roll, difficulty 6. The more successes, the more information can be given about the targets emotions.
Empathic Influence, 2/+2e: The character can influence a target's emotions, making them calmer, more violent, or whatever emotion the character wishes to bestow upon her target on a successful Manipulation+Empathic Influence roll, difficulty equal to the target's Willpower. The target can spend a Willpower point to resist.
Mental Shield, 1/+1e: The character can close off her mind to outside influence, both hostile and beneficial. Each dot in Mental Shield is an automatic one dice penalty on any outside mental "attacks".
Energy Sponge, 2/+1e: This ability allows the character to absorb 2 dice of energy-based damage. This includes fire, heat, sci-fi lasers, particle cannons, phasers, etc. It does not protect against physical damage, such as bullets and melee weapons (although it would work against weapons such as tasers). Each extra dot adds 1 to the number of damage dice the power will absorb (Energy Sponge 3 = 4 dice absorbed). The character must discharge the energy safely before it reaches 4x Stamina+Energy Sponge, or she will let it all out in a blast of lightning, hitting whatever's in front of her at the time.
Energy Discharge, 1/+1e: The character can let loose a blast of plasma-like energy, causing 3 dice of aggravated damage within a range of 20m. Every extra dot adds 2 dice to the damage, and 10m to the range. The character can only release this energy a number of times equal to her Stamina per scene, or per two hour period.
Energy Surge, 1/+1e: The character can release an electrical charge through her fingers equal to 1,000 watts per dot (5 dots = 5000 watts). Each dot can do 2 dice of damage (aggravated to most targets), but the range is touch. The character is very useful as a battery charger and generally doesn't worry about electricity bills as she can perform this trick at will.
Energy Shield, 1/+1e: The character can produce a personal plasma shield that will protect her from 1 dice of damage per dot, with the damage coming from any source. The shield can only be maintained for a number of rounds equal to the character's Stamina+Energy Shield, after which the shield drops in intensity, 1 dot per turn.
Object Read, 2/+2: The character can pick up an object and, on a successful Perception+Empathy roll, pick out information about the object's name and use (1 success), how to use it (2 successes), how to repair it (3 successes) and how to make another one (4 successes), although the technical knowledge to do so might still be required.
Clairvoyance, 1/+1e: This power works in the same was as the level 6 Auspex discipline of the same name, found in the Vampire Players Guide. Perception+Empathy, difficulty 6 to tune in to anywhere or anyone the character knows.
Danger Beacon, 2/+1e: This ability is the generic ESP. The character will sometimes get a tingle in her spine, a ringing in her ears, or some other familiar feeling that something dangerous might befall her in the next few minutes. A successful Perception+Danger Sense (rolled by the Storyteller) can give varying amounts of information. Just 1 success means that the character simply feels wary ("Hmm, I don't like the look of that doorway "), while 5 successes will tell her that to continue with a particular course of action is going to be dangerous ("I think we'd better find another way in, unless you like the idea of certain death"). The range is 10m per dot.
Precognition, 3: This power works in the same way as the level 9 Auspex discipline of the same name, found in the Vampire Players Guide. Intelligence+Alertness, difficulty 8 means that the character can see what will happen some time in the future, in one particular place. The number of successes gives the time that the character can see into, being 1 hour, 1 day, 1 week, 1 month or 1 year. The more successes, the greater the perception at that location.
Postcognition, 3: This works in the same way as the Precognition above, except that the character is looking into the past. The difficulty is also only 7.
Psychometry, 3: With a little concentration, and a successful Perception+Empathy roll, difficulty 7, the character can pick up information on what happened around an object between 1 minute and 1 day in the past. The more successes the character gets, the better the information. The character automatically homes in on the correct time period that she wants, unless she doesn't know what it is, in which case the task roll is firstly used as a gauge of how accurate her reading is, three successes needed for the correct period, and any spare dice are used to increase the details.
Cryokinesis, 2/+1e: This ability allows the character to drain heat energy from a target. This begins at range, but increases by 10m per thereafter. Each dot allows the character to freeze 2 liters of water, cause 2 points of cold damage, and prevent 2 points of heat damage.
Intangibility, 4/+1e: The character can make herself completely intangible for 10 minutes per dot in this power, so 5 dots means that she can switch her power on and off for a total of 50 minutes of intangibility. While intangible, she is completely invulnerable to any physical and energy-based attacks, supernatural or otherwise, and cannot interact with anything physically. She may still be attacked by, and herself use mental powers. She takes on a semitransparent form, gaining 2 dice on any hiding rolls, and she will make no noise other than speech. This power does NOT move the character into the Astral Plane, the Near Umbra or the Shadowlands.
Increased Mass, 2/+2e: The character is much heavier that she first appears to be. This mass is invisible to the character, and gains her 2 extra dots in Strength and Stamina. Each dot after the first increases her Strength and Stamina by a further 1 each. This can increase the character's attributes beyond the 5 dot limit. The character also weighs 50% more per dot, so a character with 3 dots of Increased Mass will weight 250% of her original weight.
Transform Matter, 3/+2e: Each dot in this power allows the character to transform 1,000 cubic centimeters, or 1 kg of non-organic matter into any element she can touch. This new element will last for 10 minutes, the duration increasing by a factor of ten for each extra dot, after which it will transform back to it's original form. (3 dots = 1,000 minutes).
Warp Matter, 2/+1e: Each dot in this power enables the character to warp any non-living matter within range, the range being 10m per dot, and the duration being the same as for Transform Matter. This can allow her to warp a lock open, a gunbarrel shut, or bend an arrow shaft.
Pyrokinesis, 2/+1e: This power is a Vampire's nightmare. The character can produce a source of heat, beginning at touch, but increasing by 10m per dot thereafter. Each dot produces 2 dots worth of heat damage, and can boil 2 liters of water.
Pain Tolerance, 1: The character can endure pain far beyond normal men and women, and ignores all wound penalties up to Wounded, can endure torture (-2 to all relevant rolls), and can even stay conscious when Incapacitated.
Suspension, 3/+1e: The character can drop into a self-induced coma, during which she can heal damage at twice her normal rate. The coma will last 1 day per dot, and the character will be hungry and thirsty when she wakes up.
Levitation, 1/+1e: The character, plus 20kg, can automatically float in the air up to a ceiling of 1 storey. Any higher than that, and the character must make a Stamina+Levitation roll, difficulty 8. She must cumulate the successes, one for each storey above the first, until she gets to the height she wants. This power cannot help cushion a fall. Each dot allows her to increase her maximum weight limit by 20kg, and adds an extra storey to her ceiling limit.
Telekinetic Flight, 3/+1e: With this ability, the character can actually fly through the air like a bird. She can fly at a rate of speed identical to that of the Running power, and her ceiling starts at 10 storeys or 100m. Each extra dot doubles this ceiling. The character can travel at these higher speeds for a time equal to her Stamina+Telekinetic Flight in minutes, and she can add 3 dice to her pursuit roll per dot.
Telekinetic Grip, 2/+2e: The character can grasp and hold an object where is is, or crush it. Each dot of Telekinetic Grip is the equivalent to 2 dots of Strength for damage and resistance purposes. The range for this ability is 5m per dot.
Telekinetic Manipulation, 2/+2e: The character can perform fine manipulation with her mind alone, such as typing, wiring, shooting a gun, etc. Each dot is the equivalent of 1 dot in Strength, and the character only needs to make a Perception+Telekinetic Grip/Manipulation roll, difficulty 6, if her target is resisting.
Telekinetic Shield, 1/+1e: While the Energy shield can protect the character from all attacks, and the Telekinetic Shield is limited to just physical attacks, the TK Shield will prevent damage from 2 dice per dot, and the shield can be extended to cover an area of 4m2 per dot. The duration of the shield is as for the Energy Shield.
Life Detection, 1/+1e: This ability allows the character to detect lifeforms within the range of 50m per dot, and on a successful Perception+Life Detection roll, difficulty 6, identify their numbers, species and position. As with all perception tasks, the more successes the character gets, the better the information. Vampires count as lifeforms for this power.
Mental Blast, 1/+1e: The character is able the release a blast of energy that attacks the opponent mentally. Each dot is 1 dice of stun damage, which is resisted using Stamina only (Fortitude will not help here). Each success will reduce the opponent's Stamina by one, and if this reduces their Stamina to zero, will render them unconscious for 5 minutes per success.
Mental Domination, 2/+2e: This power has a variable effect. It works exactly like the Vampire discipline of Dominate. Unlike a Vampire, however, the character can perform all levels of Dominate up to level 3, and instead of an attribute and normal ability, the player rolls the respective attribute+Mental Domination. Where a Vampire would spend a blood point, the character would then spend a Willpower point.
Illusions, 2/+2e: This power covers all the abilities that are produced using the Ravnos discipline of Chimerstry. The character can produce all the effects of Chimerstry levels 1-3, but does not need to spend a Willpower point, however, and rolls using her Illusions ability instead of the ability trait given in the Vampire Players Guide. Where a Vampire spends a blood point, however, the DNA character must spend a Willpower point.
Telepathy, 2/+2e: The character can read a persons thoughts, and even send thoughts to her target. Range is initially touch, but increases at 10m per dot thereafter. The character will automatically succeed when the target is willing, and should make a Perception+Telepathy roll, difficulty equal to her target's Willpower, if they are resistant. The opponent can spend a Willpower point to prevent this intrusion. More successes means more information.
Blink, 1/+1e: This power enables the character to blink out of existence for a moment, and then return in the same place as before. The power can be used to dodge, with the roll being made on Alertness+Blink, difficulty always being 6.
Teleport (Sight), 2/+2e: The character can teleport instantly anywhere within her range of effect, as long as she can see it, or is at least aware of it's existence. At 1 dot, the range is just 10m, but is increased by a factor of 10 for each dot thereafter (5 dots = 10km almost to the horizon). If she accidentally teleports into a solid object, the character can make a Perception+Teleport roll, difficulty 9, to "bounce" to the nearest open space, or take 8 dice aggravated damage before she automatically "bounces" back to her original position.
Teleport (Memory), 2/+1e: The character can teleport to any location that she can remember well (Eidetic Memory and this power can be devastating !). The range is 30km to begin, and increased by a factor of 5 for each dot thereafter. (5 dots = 18,750km). Without Eidetic Memory, the character can only remember a number of locations equal to her Intelligence x3 (unless she has Eidetic Memory, in which case she can remember any site not on the teleport site list on a Difficulty 6 Intelligence roll). The player should make out a list of the characters current teleport sites, and can only change locations on a full location list once per chronicle.
Once the powers have been sorted out, the player can then spend her 15 freebie points, according to the table below:-
Point Pool Costs
Powers 5 points per dot Attributes 5 points per dot Abilities 2 points per dot Willpower 2 points per dot Backgrounds 1 point per dot Remember that unless the trait is increased through a character's DNA powers, no trait can be increased any higher than 5. After all, DNA characters are still mortal.
Experience is dealt with in the same way as for other WOD games, with the Powers costing their current rating x5 to increase with experience points. A character may be able to "learn" new DNA powers (Such as a power that was previously latent, or a power related to another, such as Telekinetic Grip, Manipulation, Shield, etc), and can increase Attributes through their twisted DNA.
Integrity
There is one other trait on the characters sheet, which is Integrity. This reflects the characters current genetic stability. Whenever the character takes 5 or more wounds from a single attack, or if she is reduced to Incapacitated, she makes a Stamina roll, difficulty 8. Success means that she remains stable, while failure means that her Integrity is reduced by one. The effects of Integrity are simple, but can be healed over time, and only in a stress-free atmosphere.
A character cannot have any traits higher than her Integrity, be it Willpower, attributes or powers. If her Integrity drops below that of any trait, that trait must also be reduced, and can only be increased again when her Integrity goes up. Increasing a trait that was reduced due to Integrity loss does not cost experience points.
The only way that Integrity can be raised again is through slowly healing it. The character must rest a full week to regain one point of Integrity. By a full week, I mean 5 days of relaxation during the day, and uninterrupted sleep during the night. With interruptions, the time needed is 14 days of rest. A character with the Regeneration power cannot use it to heal their Integrity.
Integrity is also used in resisting any form of bodily manipulation of any sort. A Tzimize using his Vicissitude discipline, or a Mage using Life and/or Matter sphere magick on a DNA character must make a number of successes equal to her current Integrity value, or 5 successes, whichevers lower. Each success beyond these are used to dictate the effect and/or duration of the effect that the magick and/or discipline has on the DNA character. Anything that attempts to change a DNA characters in any way physically or physiologically must follow this rule.
Integrity degradation is visible as skin colour and texture changes, hair length and pigment variation, and at lower levels, raw physical alterations. A DNA character with Integrity 1 will be pretty monstrous, with their powers being shown on their bodies in a visual way.
For example:-
Jane Doe, the character from the story at the beginning of this supplement, has had her Integrity reduced to just 3 by combat over a few weeks, and hasnt yet had time to rest up to heal it. Her Body Armour power makes itself apparent by changing her skin to the colour and harsh texture of thick cow hide. Her Mental Domination power is visible as black eyes which glow purple whenever she uses the power. Her Energy Blast power is shown by her hands continually glowing the same purple light (which she hides using leather gloves). Her enhanced strength would show as highly developed muscle tissue, and her hyperactivity would be indicated as an paranoia or general hyperactivity.
All DNA characters begin with an Integrity level equal to their Willpower+3, maximum 10.
If you want a character sheet for this character type
click here
(the file is in Word 6.0 format)