All right, calm down. If I’m going to be breaking out of
some kind of experimental lab, I’m going to have to prep for it. Let’s check
and see if I can find out more about my race.
Chimera
Created by combining the DNA of several
species, the resulting creature is what many would term an abomination. These
hybrid creatures can be terribly strong, but many would hunt them for what
they are, or enslave them to use them as disposable tools.
There are four main types of Chimeras,
each based on a different development path.
Hunter – Created by combining human
genes with those of predatory beasts, the Hunter excels at hunting and
tracking. Unfortunately, they also tend to be feral-minded creatures, acting
with more instinct than intelligence.
Stalker – Stalker Chimeras are feared
for their stealth abilities. Their particular combination of genes makes them
extremely hard to detect, as they can make themselves invisible at will, and
at higher levels can hide themselves from thermal scans, and even become
invisible to high-level sensing Psy powers.
Battery – These unfortunate creatures
are lumbering brutes designed to soak as much damage as possible. They tend
to have massive stores of PP, but little ability to use it for themselves.
Instead, their controllers use them as a battery for their own Psy Powers,
while relying on the Battery to be a convenient meat shield.
Infiltrator – Arguably the most
dangerous of the Chimeras, the Infiltrator types are typically the weakest of
the four when it comes to physical combat. However, their strength lies in
their ability to mimic other life forms. They have limited shapeshifting abilities,
and are gifted with Mental Psy Powers.
|
Hmm. I could see a lot of possibilities with those options.
I guess that’s what the ‘choose your path’ thing from earlier was talking
about, huh? I’ll need to pick one before I go spending my points, then.
My Fame (or lack thereof) was pretty insane for a starting
character. Given that one title I had, I figured there was a connection.
That Which Should Not Be
You are an abomination created by
experiments that are illegal in many systems. Suffer a -100000 Fame penalty
to all those who know your true nature. Many governments will not consider
you a person, making it legal for anyone to kill you. Some may even pay
bounties for your death. Luck starts at 0 instead of 10, as stats normally
do.
|
Well fuck. So, keeping people from knowing what I was could
mean the difference between life and death. How I did that would depend on my
path, it seemed. With that in mind, I looked back at the paths again.
Battery looked to be an interesting hybrid of tank and
support. Except I didn’t feel like being anyone’s Blaster to their Master. That
wasn’t going to fly in my book. There were potential options there, but this
was the least useful (to me), and the path that would probably be hardest to
keep under wraps.
Hunter was also not something I was really interested in. It
sounded like a Ranger or Druid type build, or your typical Lycan build.
Probably give me excellent DPS in the short term, but it would be wildly
obvious what I was, and I didn’t think I could simply gloss it over.
Stalker would be ideal for a rogue or assassin type. I
definitely liked the idea of being able to hide from people hunting me once I
got up in levels. But did I really want to be an invisible assassin in a
universe full of things to see and do? It’d be awesome, if I managed to get to
high levels with it, but getting to the level where I could act freely would be
a pain.
Then there was the Infiltrator. This screamed ‘doppleganger’
to me, as it would to pretty much anyone who had ever picked up the Monster
Manual from any edition of Dungeons and Dragons. Being able to change my face
would allow me to adopt a lot of different disguises, so even if I was
discovered, I could slip back into the shadows without too much trouble.
The ’weaker in physical combat’ bit was troubling,
especially since it seemed like I would be facing a really tough start, but I
signed on for a challenge, right? What could be more challenging than taking
something that should not be, playing on the hardest difficulty, and doing it
with a handicap?
You have chosen the Infiltrator’s Path.
+25% Affinity to Mental Psy.
+25% Resistance to Mental Psy.
+10 to all Mental Stats.
Infiltrator abilities unlocked.
Base Appearance Setting unlocked.
Gender set to Fluid.
Shapeshift skill gained.
Mental Psy Mastery skill gained. |
Well, that was good. I should probably check and see what
the individual stats did.
Attributes:
Strength (STR) – Strength applies to both carrying capacity and
damage from STR-based weapons (most physical melee or thrown weapons). Also
plays a key role in your Physical Attack.
Dexterity (DEX) – Dexterity applies to damage from DEX-based weapons
(most energy melee or projectile weapons). Also plays a key role in your
Physical Defense.
Constitution (CON) – Constitution helps you to resist toxins,
diseases, and other such dangers. Your base HP is equal to CON*10, though
other factors may affect the true total. HP Regenerates at a rate of CON/10
per hour.
Endurance (END) – Endurance is a measure of your physical stamina.
Higher END allows you to hold your breath longer, run further, and so on.
Stamina (ST) is based on END*10. ST regenerates at a rate of END/10 per
minute.
Intelligence (INT) – A rough measure of your brain power. Higher INT
helps with memory, problem solving, and more. Your base PP is INT*10. PP
regenerates at a rate of INT/10 per minute.
Wisdom (WIS) – Wisdom helps with making proper decisions, and with
‘gut instinct’. It also forms the core of your mental defenses, as it plays a
key role in Special Defense.
Charisma (CHA) – Charisma is not just physical beauty, but force of
personality as well. High charisma allows you to better interact with and
influence NPCs and players alike. It is also important for those who fight
with Psy abilities, as it is key to Special Attack.
Luck – Luck is a nebulous attribute, with hidden effects. Has an
effect on Crit chances, loot drops, random encounters, and more. Could lead
to great rewards, or a ‘lucky’ encounter with a pirate armada.
Physical Attack – Applies towards accuracy of all physical attacks.
Physical Attack is equal to STR+((DEX-10)/2). Certain weapons may increase or
replace base Phys Att depending on their nature (such as projectile weapons
or energy blades).
Physical Defense – Applies towards dodging or defending against all
physical attacks. Physical Defense is equal to DEX+((STR-10)/2). Certain
armors may increase or replace base Phys Def depending on their nature (such
as power suits or psionic armor).
Special Attack – Applies towards accuracy of all Psy attacks. Special
attack is equal to CHA+((WIS-10)/2). Certain items and abilities may increase
or replace base Sp Att depending on their nature.
Special Defense – Applies towards dodging or defending against all
Psy attacks. Special Defense is equal to WIS+((CHA-10)/2). Certain items and
abilities may increase or replace base Sp Def depending on their nature.
|
Hmm. So specializing in any one stat could be useful, but is
more severely handicapping in this game than it would be in others. While you
could throw everything into DEX trying to be the ultimate sniper, if you
neglected STR, your accuracy would be crap. So you had to try and find a
balance. Even with psionics, this game’s version of magic, you couldn’t just
dump everything in INT. Sure, you’d get more PP that way, but the power of your
attacks and your ability to defend against enemy ‘mages’ would suffer if you
didn’t put anything in your other mental stats. Very clever.
Now, I had to spend my points. Bringing up the point menu
again, I considered what I needed most. I was going to be doing a high risk,
high reward start, so I couldn’t count on a long training period in order to
get my bearings and build my stats. Not at first, anyways. So I had to think in
terms of breaking out of whatever lab I was in.
But after I escaped, I would still have to survive, and I
didn’t want to blow all my points on things that would only come into play
early on. What I really needed were skills and passive abilities. That would
provide a lot of benefit in the early game, thanks to not needing to grind
stats, and they’d still have some effect in the mid to late game, even if they
were just a fallback option for my ‘Lost Everything’ plan. Passives were damned
hard to take away, unlike gear (which could be stolen) or abilities (which
could probably be sealed).
But I’d still need SOME abilities and attributes, especially
support abilities. The hourly regen of HP was harsh. I’d need to get a healing
ability, or something like it, if I was going to have a chance of fighting free
of a base.
So, I started with Psy abilities, and started spending.
Self-Healing
|
500 CP
|
Physical Psy Ability. Heals user for (INT) HP. Costs 50 PP. Cooldown
2 minutes. May improve with use.
|
Regeneration
|
500 CP
|
Physical Psy Ability. While active, user regenerates HP per minute
instead of per hour. Reserves 200 PP while in use.
|
Mind Pulse
|
500 CP
|
Mental Psy Ability. Sends out a wave of psychic energy, stunning
nearby enemies for 10s. Radius 10 meters. Cooldown 30s. Costs 10 PP.
|
Influence
|
500 CP
|
Mental Psy Ability. Convinces target to perform an action you
designate. Costs 50 PP.
|
Stunning Grasp
|
500 CP
|
Energy Psy Ability. Converts PP into electricity, stunning the target
like a stun gun. Stuns target for 1 minute. Cooldown 10 minutes. Costs 20 PP.
May improve with use.
|
Psybolt
|
500 CP
|
Force Psy Ability. Creates a ball of telekinetic energy that damages
physical targets. Range 30 meters. Must have line of sight to target. Costs
10 PP.
|
Telekinesis
|
500 CP
|
Force Psy Ability. Uses Psy to move objects without touching them.
Effective STR of telekinesis for carrying purposes equal to INT+5. Costs 5 PP
per second. May improve with use.
|
All right, that would give me a basic arsenal for fighting
my way free, and healing myself if I got into trouble, and couldn’t find a
medkit. Of course, considering that, at the moment, I only had 200 PP, the
healing abilities were pretty damn expensive. Guess I wouldn’t be able to just
start off like Wolverine and claw my way through everything. Well, if I wanted
to do that, I would have chosen a Hunter or Stalker type.
All right. Next was these Titles, Perks, and Skills. First,
I want to do something about that Luck score. Then I’ll work on passives for
the rest. That’ll make things easier.
Lucky Bastard
|
40000 CP
|
Title. Lady Luck smiles upon you. Also, no one ever wants to sit
across from you when playing cards. +20 Luck.
|
STR Focus
|
2000 CP
|
Perk. Gain +1 to STR per level.
|
DEX Focus
|
2000 CP
|
Perk. Gain +1 to DEX per level.
|
CON Focus
|
2000 CP
|
Perk. Gain +1 to CON per level.
|
END Focus
|
2000 CP
|
Perk. Gain +1 to END per level.
|
INT Focus
|
2000 CP
|
Perk. Gain +1 to INT per level.
|
WIS Focus
|
2000 CP
|
Perk. Gain +1 to WIS per level.
|
CHA Focus
|
2000 CP
|
Perk. Gain +1 to CHA per level.
|
Luck Focus
|
2000 CP
|
Perk. Gain +1 to Luck per level.
|
At this point, I’d already spent more than basic users would
have to spend. But I was going to need all this, and more.
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