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Animus Ruleset
Topic Started: Mar 2 2010, 02:48 AM (58 Views)
Riyko

ANIMUS RULE SET

(work in progress - may be subject to change)

Animus.
The amount of animus available to an Animator is 2(Animus+Animus reserves)+5
Any non Animator's total Animus reserves is equal to the hit points
Any non Animator that loses a hit point also loses a point of Animus
Any non Animator that lose a point of Animus also loses equal hit points
To hit with a ranged Animus ability Dex+Aim+Animus roll to beat avoidance

Harvesting.
Harvesting requires a melee attack to pierce the flesh of an unwilling target, this results in a single point of Animus extracted.
Willing donors or incapacitated targets do not require an attack roll to begin harvesting.
Harvesting takes a fraction of a second, as such it takes the rest of the action after a hit has been rolled.
The skill 'Practiced Harvester' is essentially the same as a normal harvest
If harvesting the total damage dealt with the melee attack is equal to the amount of Animus harvested

Using an Animus Ability.
Only one ability is usable per round
If the ability fails the Animator still pays the appropriate Animus costs
All Animus abilities require a round to complete


ANIMUS _ _ _ _ _
Practiced Harvester _ _ _ _ _
Mental Burnout _ _ _ _ _
Animus Healing _ _ _ _ _
Animus Reserves _ _ _ _ _
Body Enhancer _ _ _ _ _
Animus Boil _ _ _ _ _
Animus Range _ _ _ _ _


Practiced Harvester.
Through multiple uses an Animator begins to familiarize themselves with the ebb and flow of Animus in the bodies of mankind, as such they can begin to manipulate that flow making it easier for them to harvest from a victim.

Target rolls a 'Threshold check' vs 'Harvest check' (Animus+Practiced Harvester+d6), if the target fails the check he loses an extra point of Animus (subsequently losing more hit points) to the Animator for each point he lost the check by.
If the target ties with the Animator or wins beats the check then only one point of Animus is lost (according to the normal rules of harvesting)
Animus cost - N/A
Range - Melee


Mental Burnout
By targeting the Animus in the brain and around the nerve conduits of the spine an Animator can cause horrendous pain, mind shattering hallucinations or simple paralysis by synchronizing the Animus in their body with that of their intended victims before stimulating the Animus within themselves causing a mirrored effect in the unconditioned body of the victim.

Target rolls a 'Thresh hold check' vs 'Mental Burnout check' (Animus+Mental Burnout+d6), for each point the target loses by he can do nothing for that many rounds, after those rounds the targets suffers a -3 penalty on all actions for a number of rounds equal to the Animators Animus score. If he succeeds he still takes a -3 penalty on all actions for a number of rounds equal to the Animators Animus score.
Animus cost - 2
Range - (See Animus Range)


Animus Healing
Using Animus to stimulate the bodies self repair mechanisms an Animator can repair grievous injuries in themselves and in other people, although this procedure is usually unpleasant for the intended due to their unconditioned body it leaves the body in a far greater condition then before.

Injecting Animus into a target heals a number of hit points equal to 1+Animus Healing
Note - If an Animator takes damage equal to or more then 1+Animus Healing this ability is automatically used needing no action on behalf of the Animator
Animus cost - 1 (up to maximum Animus score)
Range - Melee
Drawback - Due to the extra energy flooding an unconditioned body, any non Animator suffers a -3 penalty on all rounds for d6 rounds as their body spasms and shudders under the effects of the Animus


Animus Reserves
An Animator can only hold so much Animus within their system before it begins to cause adverse effects.

Animus Reserves increases an Animators maximum animus pool, Animus Pool = 2(Animus+Animus Reserves)+Health
Animus cost - N/A
Range - N/A


Body Enhancer
By directing Animus into a target area of the body it is possible to exponentially increase the performance of a specific ability.

Gives a bonus of up to your total Animus score to a single base skill for rounds equal to (Animus+Body Enhancer+d6)
This is a temporary modifier and may increase a skill above the maximum of 5.
Animus cost - Equal to the ability boost
Range - Self



Animus Boil
By synchronizing the Animus in their systems with that of a targets an Animator can affect the target on a physical level from a greater distance, boiling the Animus inside the intended victim. Often causing the victim to explode if enough pressure builds within their body.

The Animator must pass an 'Animus Boil check' with a DC equal to the targets (Body+Toughness+4), if the test succeeds the target suffers damage equal to that of the 'Animus Boil check'. If this causes the victim to die then their body either violently erupts or collapses in on itself turning to a gory puddle of flesh.
Animus cost - 4
Range - (See Animus Range)


Animus Range
Some Animators are able to project their influence of Animus further then normal.

Range of non melee Animus skills is increased by increments of 5(Animus+Animus Range) feet
For each range increment the Animus cost increases by 1
When used in conjunction with a melee attack there is no additional Animus cost
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