Manual Adaptation

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Description[edit]

Play Category: Limited

Cost: 75

Restrictions:

The character has the ability to change one's body to adapt to a situation they're exposed to normally. This is broken into two substats:

Adaptability - The power and number of adaptations one person can have at any point.

  • Very Low - The character can adapt to one aspect, effectively gaining a sort of half-level in the field.
  • Low - The character can adapt to two aspects, effectively gaining gaining a half-level in each.
  • Mid - The character can adapt to one aspect expertly, as well as two others. One may get a temporary level in one (though they have to spend twice as long adapting or expunging it), and a half in two.
  • High - One expertly, three half. If one wants, past this level they may invest into the same one with the same type (meaning the three half here), effectively gaining a one and half level. However, having such high potency of something in an organic body counts as interference and becomes suspect to the sustainability rolls whenever used.
  • Very High - Two expertly, three half.

Sustainability - The quickness and resistance to their own adaptations can have at any point.

  • Very Low - The character takes hours to adapt, or to expunge it, equating to focused down time or multiple breaks. In addition, if the character has two adaptations that would interfere with each other, the character has to roll a dice against themselves when using them. While adapting during breaks, the character recovers chakra at half-speed.
  • Low - The character takes about an hour to adapt, equivalent of one break.
  • Mid - The character takes about a half-hour to adapt, allowing them to adapt to two in a single break. In addition, the penalty against one's self is reduced to a half dice.
  • High - The character takes takes about three rounds of combat to adapt, allowing to become resistant to many powerful enemies' magicks quickly. Note they don't have to be the target for the magick, just that it has to be used around them. When adapting in contact, it costs about 5 chakra per turn.
  • Very High - The character takes a single round of combat to adapt, allowing them to almost instantly resist anything they come in combat should they choose two. In addition, the penalty against one's self is almost completely nullified, only coming up on critical failures with usage.

Modifiers[edit]