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Trait # CT5-737: EVOLVE

CT5-737.

[COMMUNITY TRAIT]

EVOLVE: Within your genome lies the key to unimaginable and dangerous potential. As you exert your body and mind it grows stronger and stronger, begging to take its final shape. The abilities listed below start inactive. Every time you roll to do something risky, activate the ability shown below corresponding to the number you rolled (before any WAR DICE or modifiers are added). These abilities remain active between missions, and can only be deactivated by your supply of custom-made genetic suppressants. 2. Fragmented DNA: no changes. 3. Psionic Overload: Gain the SUNDER trait (but not its associated item or stat bonus) 4. Enhanced Neural Pathways: +2 TACTICAL 5. Prehensile Protrusions: Gain the LIMBS trait (but not its associated item or stat bonus) 6. Chitinous Growths: +1 armour at all times 7. Sixth Sense: At a range of up to thirty feet, you can detect living organisms through any non-metal solid surface. 8. Muscular Hyperdensity: Gain the HEAVYWEIGHT trait (but not its associated item or stat bonus) 9. Pheromone Emitters: Gain the CHARM trait (but not its associated item or stat bonus) 10. Hypermetabolism: Gain +2 HP 11. Emergent Secondary Organ: Gain +1 to an attribute of your choice 12. Fragmented DNA: no changes If at any point all eleven of these abilities are active, lose control of your character permanently as they take their fully realized form. If they survive the inevitably ensuing carnage, they may show up in future missions as an enemy, neutral party, or temporary ally at the referee’s discretion.

  • Suppressant drugs (deactivate 1D6 EVOLVE abilities, one use)
  • -2 REFLEXIVE

[AUTHOR: Hevybot]