BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Biomancy

Bio-Lightning

Threshold: 14
Focus Time: Half Action
Sustained: No
Range: 10m
You channel your life force through the meridians of your body, causing your form to crackle with living energy. You may direct this energy against a single target within Range. The target takes 1d10 plus your Willpower Bonus in Energy Damage.
Overbleed: For every 5 points by which you exceed the Threshold, you extend the Range of this power by 10 metres. For every 10 points that you exceed the Threshold, you can launch another bolt of energy against the same or a different target.  

Blood Boil

Threshold: 19
Focus Time: Half Action
Sustained: Yes
Range: 10m
With a rhythmic crushing gesture, you tune into an enemy’s body, flexing their heart muscles to accelerate their pulse. This continues until their blood pressure reaches lethal levels. As you continue to exert your will, blood vessels begin to rupture, causing haemorrhaging across the target’s body. Each Round (including the Round in which the power manifests), you may spend a Half Action to make an Opposed Test, pitting your Willpower against your target’s Toughness. If you win the Test, your opponent takes one level of Fatigue plus one level of Fatigue per degree of success, until he collapses unconscious. Each level of Fatigue beyond those that the target can take deals 5 Damage instead. Should Damage equal the target’s Wounds, their heart and brain explodes, showering gore around.
Overbleed: For every 5 points by which you exceed the Threshold, you gain a +10 bonus on your Opposed Willpower Tests.  

Cellular Control

Threshold: 16
Focus Time: Half Action
Sustained: Yes
Range: You
You learn various ways of transcending your body’s natural limitations by balancing your humors, modifying cellular structure and meditating upon the meridians of your body. This power enables you to achieve any one of the following effects:
  • Gain immunity to all poisons.
  • Ignore the effects of extremes of temperature.
  • Increase any Characteristic— except Weapon Skill and Ballistic Skill—by +10.
  • Gain immunity to Fatigue.
  • Count as though wearing a void
  • suit in a vacuum (though you stillneed to breathe).
  Each Round you sustain this power, you must succeed on a Toughness Test. On a failed Test, you take 1d5 points of Damage, ignoring your Toughness Bonus and Armour as your body begins to break from the strain. Unlike most powers, you can manifest this power multiple times. Each time, choose a different effect.  

Constrict

Threshold: 13
Focus Time: Half Action
Sustained: No
Range: 10m
With a word, thought, or gesture, you can command the fl esh of your target to sharply constrict. The target’s windpipe closes, choking them and cutting off their breath. They begin to suffocate. Each Round, the target must spend a Free Action to test Willpower. On a success, the target may act normally (however, the target is still subject to the suffocating effect). On a failure, the target must spend a Full Action to test Toughness. On a success, he regains control over his body and clears his windpipe. On a failure, he continues to suffocate. The target is considered to be engaged in strenous physical activity.
Overbleed: For every 10 points by which you exceed the Threshold, the Difficulty of the Toughness Test worsens by one step.  

Enhanced Senses

Threshold: 10
Focus Time: Half Action
Sustained: Yes
Range: You
With a moment’s thought, you force your senses into impossible feats of perception that can only be equalled among humans by the biomechanically augmented. When you manifest this power, choose one of your five senses. You gain a +30 bonus to all Tests made with this sense. The sense organ involved becomes strained as you push it past all normal human limits; the eyes weep and grow hugely dilated, skin flushes red, the nose drips mucus and so on.
Overbleed: For every 5 points by which you exceed the Threshold, you may enhance an additional sense.      

Hammerhand

Threshold: 15
Focus Time: Full Action
Sustained: Yes
Range: You
Biomancers who have learned to channel the fierce power of the warp into their limbs can eventually master the art of letting the energy of the immaterium flow unhindered through their body, phenomenally increasing their fighting capabilities. Your body becomes a lethal engine, capable of shredding flesh and bone as if they were tissue paper. Such power comes at a cost though, for there is no subtlety to the Hammerhand. While this power is in effect, your Strength Bonus is multiplied by 4, and you gain the Natural Weapon trait. However, you can wield no weapon save for your bare hands (not that you need any!).  

Regenerate

Threshold: 23
Focus Time: Full Action
Sustained: Yes
Range: You
One of the pinnacles of a biomancer’s abilities, this power allows you to knit your flesh back together at a phenomenal rate, letting you swiftly overcome any non-fatal injury. This is a hard ability to master, but the rewards are great—Regenerate can eventually regrow lost limbs and organs. Each Round this power is active, you remove 1d5 points of Damage (removing Critical Damage first) and have all levels of Fatigue removed. Once all Damage is removed, you begin to regrow lost organs, limbs, and so on. Limbs and organs replaced by cybernetics do not regrow unless the bionic is first removed.  

Seal Wounds

Threshold: 20
Focus Time: Half Action
Sustained: No
Range: 10m
You focus your power to repair your damaged flesh or that of any character within Range. Ragged wounds fuse and cuts vanish. Broken bone knits together, and burnt skin sloughs away as fresh tissue grows beneath. The target of this power removes 1d10 points of Damage plus an amount of Damage equal to your Willpower Bonus. This power can remove Critical Damage as well as normal Damage.
Overbleed: For every 5 points by which you exceed the Threshold, you may achieve any of the following: extend the Range by 10 metres, target an additional character within Range, or remove an additional 1d10+WB Damage from the target.  

Shape Flesh

Threshold: 19
Focus Time: Full Action
Sustained: Yes
Range: You
Shape Flesh is the point where your flesh and will become indistinguishable—the goal of many a biomancer. Shape Flesh allows you to twist your physical frame in nearly any way you can imagine. Each manifestation of this power produces one of the following effects:  
  • Gain any one of the following traits—Burrower (1), Crawler, Dark Sight, Flier, Hoverer, Natural Armour (2), Natural Weapons or Quadruped.
  • Assume the appearance of any one creature. You may make Disguise Tests as if you had the Disguise skill and at a +10 bonus. If you already have the Skill, you gain an additional +20 bonus.
  • Gain Natural Weapons (Bite, Claws, and so on) to deal 1d10+SB Damage.
Unlike most powers, you can manifest this power multiple times. Each time, choose a different effect.  

Toxic Siphon

Threshold: 11
Focus Time: Half Action
Sustained: No
Range: Touch (You)
You draw poisons from the flesh. This has the same effect as taking a dose of de-tox with the exception that the target must lose a Full Action as the toxin expels itself from the body naturally.
Overbleed: For every 5 points by which you exceed the Threshold, you may draw poison from an additional target, who must be touching you or another person being purged by you.

Comments

Please Login in order to comment!