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Races

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Description

Non-starter race.

Conversion: They are a decaying version of their prior race. Method of death remains seen in new body, exposing whatever areas the battle damage caused.

Most things are kept/carried over after transition from prior race. 'Carried over' means whatever you had before your character died.
                    
Myths
Culture & History
                    


Requirements For Play

Appearance


  • Eyes will lose color and become white, black, or blood red. No pupils.

  • Open wounds will never heal, and be exposed/bubbly as blood tries to coagulate. They often just ooze slowly.

  • Nails will yellow, teeth will rot, and fair might begin to fall out. Limbs might blacken.


Language(s)

Carried over.


Age Ratio

(HY indicates physical appearance, AY is how long they have lived.)

Immortal: Aging ceases at conversion to Mitochon.

Race Perks

Vigor gains +10

Intimidation Maxed

Spread the disease to living creatures, killing them if a cure is not administered.

Race Drawbacks


Can be attacked/killed by Mandragora for breeding purposes, since the Mitochon's decaying flesh is a perfect fertilizer for the Mandragora's sapling to utilize and grow, taking the Mitochon over completely. The Mitochon character will technically come back to 'life' in this process, but will have been consumed by the sapling and lose all memory/sense of prior self.

Agility, Influence, Aptitude drops to 1. Cannot use magic. Cannot dodge.

Transition/Attack

The anatomy of the Mitochon changes drastically after conversion, causing them to no longer be able to produce children through birth. The disease that turns them into a Mitochon however IS able to be spread. A GM must always be present during an attack for it to count.

Attacker: On a d100, you must first roll Agility and win that roll according to the Skill Chart to catch up to your prey. You then must roll d100 again, this time for Vigor, and win that roll according to the same chart to capture and/or hold your prey long enough to bite them. The victim must have an exposed area (no clothes or armor) in order to bite, but once you have, they will become infected. The victim will have d5 days (rolled by the witnessing GM) from the bite to get a hold of a cure (various ones are acquirable, but you might have to search it out.) If time runs out without a cure, they will begin the transformation into a Mitochon which cannot be reversed.

Defender: As the Mitochon rolls their stats, you will roll the same stat after theirs. On the Agility Roll: If they fail and you succeed, you get away. If you both succeed, they get close to catching you but you manage to barely dodge. Since they are close enough, you'll both roll one more time and if it is the same result, you escape. On the Vigor Roll: If they fail and you succeed, you escape their grasp and get away. If you both succeed, you get to roll Influence to try convincing the Mitochon to let you go before they bite you. If successful, you escape. If not, you're caught and ready to be bitten.

Rolls go in order of: The chase (AGL vs AGL), the capture (VIG vs VIG, vs INF if caught), the bite; as explained above.


Race Skills

Natural


Determined by staff, primarily carried over.

Unlockable

Spend SP to unlock skills or make them stronger.

None
(Prior skills purchased possibly carried over.)