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Clan: The Cytherea

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Clan: The Cytherea Empty Clan: The Cytherea

Post by D.N.A. Mon Aug 11, 2008 7:08 pm

The Cytherea

Cytherea are a mix between Julius and Cassius. They are either Julii who have been held captive and/or mindfucked, and are forced to do the bidding of the Casii. Or, they are Casii who have killed or otherwise rendered a Julius useless, and stolen their advanced equipment for their personal use. If the latter is the case, then they will easily overpower the Kypris, due to the sedated powers of the Kypris clan. However, the problem is that often the Cytherea do not understand how to use the Julius equipment as well as the Kypris clan does, so it evens out in a sense. However, after years of experience and learning from mistakes and trial and error, the Cytherea can become dangerous killing machines.

With their strong psychic abilities, and menagerie of weapons, the Cytherea can be invaluable in combat. However, without prior instructions on using their new weapons, often this clan is very volatile, and whose true power can never really be gauged. It is assumed that their psychic abilities surpass that of their Julius counterparts, the Kypris, but are far more dense on how to use their weapons. It is rumored to be true that evil Gazebo sojourner, Marc Lana, is a member of the Cytherean clan.

Exclusive Traits…

Whether being former Julius or of Cassius origin, each Cytherea has psychic powers. Although they can do almost anything with it, they normally specialize in one particular ability. Their Cytherea also come with one freebee weapon to amplify their already great powers (Define Weapon Class in Character Sheets). The strength of this weapon varies, however, and is determined by rolling a di.
On a 1, the weapon malfunctions and the character takes damage.
On a 2, the weapon doesn’t work at all.
On a 3, The weapon works half as effective as it should normally
On a 4, the weapon works normally
On a 5, the weapon works normally +1 bonus flair or attack (depending on weapon)
On a 6, the weapon works normally +2 flair or attack (depending on weapon)

The Cytherea also come with an extra 2 creation points, which shows their ultimate psychic abilities.

Attributes…

~The Devil Himself
Cost: 6 creation Points
You are the ultimate Antichrist. You eat Jesus for breakfast, and clean your teeth with a crucifix. You are so strong in fact, that your body can barely handle all of the psychic energy coursing through your veins. From this point on, every roll of the dice for anything for your character is multiplied by 2. That means when using your weapon
(1)2: Weapon doesn’t work
(2)4: Weapon works normally
(3)6: Weapon works normally +2 flair or attack (depending on weapon)
(4)8: Weapon works normally +3 flair or attack (depending on weapon)
(5)10: Weapon works normally +4 flair or attack (depending on weapon)
(6)12: Weapon works normally +5 flair or attack (depending on weapon)

Defects…

~Complicated Weapon
Bonus: 3 Creation Points
Your weapon is extremely confusing and hard to understand or control. You often find it useless and even have thoughts of abandoning it at times. You think to yourself daily that you should have asked the Julius how to use the weapon before splitting them in half down the middle. Now you are stuck with a hunk of scrap metal basically. When the GM makes his roll for the effectiveness of your weapon, the effectiveness granted is halved (Example, if the GM rolled a 1, player would take 2 damage instead of 1)

~Puppet
Bonus: 1-4 Creation Points (Former Julius only)
You may not remember, but a while back you were caught and lobotomized. Sure, this has granted you psychic powers from the person who lobotomized you, also known as your sire, but now it is taking a devastating effect. At your master’s whim, you must do anything he tells you, including harming allies, and/or yourself. Depending on the bonus, every so often the GM will roll a di. If it should come up 1, your sire contacts you with instructions. Also depending on the bonus you received, instructions can range from assassinating a comrade to groping a female ally, to going to sleep immediately.

Skills…

~Learn
Costs: 3 Creation Points or 15 Gazebo Points
You have spent enough time with your weapon to understand it fully. You know every little detail, from the color inside its barrel, to the hidden button that launches a missile at your enemies behind the stock. When the GM rolls for the weapons effectiveness, they will use this chart:

(1): Weapon doesn’t work
(2): Weapon works normally
(3): Weapon works normally +1 flair or attack (depending on the weapon)
(4): Weapon works normally +2 flair or attack (depending on the weapon)
(5): Weapon works normally +3 flair or attack (depending on the weapon)
(6): Weapon works normally +4 flair or attack (depending on the weapon)

If a character has both this skill and the attribute The Devil Himself, refer to this chart instead:

(1)2: Weapon doesn’t work
(2)4: Weapon works normally
(3)6: Weapon works normally +2 flair or attack (depending on weapon)
(4)8: Weapon works normally +3 flair or attack (depending on weapon)
(5)10: Weapon works normally +4 flair or attack (depending on weapon) and +1 GP
(6)12: Weapon works normally +5 flair or attack (depending on weapon) and +2 GP

____________________________________
(Approved updates from the J)

I see potential for a lot of abuse of the Cytherian list.. proposed errata:

mandatory free attribute:

Perils of the Warp
The Cytherian psionic abilities are rooted deeply in the mental manipulation of subspace. Dig too deeply between hyperspatial dimensions, and you might find that there are some things are better left not found. Indeed you might find that something has followed you back.

If you are doing too well in comparison to your compatriots, your GM can decide to force a perils of the warp roll to equalize things and as incentive for people not to abuse their powers.

roll a d6
1: nothing
2: your next combat you must play at normal levels (No bonuses whatsoever including equipment and skills or attributes. It's like your character is naked.)
3: you are noticeably shaken and must use 1 action recovering from the strain. Then fight at normal levels; no bonuses.
4: You've bitten off a little more than you can chew- you use all your actions and take a flair penalty accordingly next combat. No bonuses.
5: Same as 4 but take 1 unblockable body damage can only be healed by sleeping.
6: Same as 5 + GM does a coin-flip. On a tails, the GM is free to create one major disaster your character suffers.

Indeed on a 6, your major disaster could be literally anything. You could go mad, you could be mute or immobilized for a few turns, Your powers could overload and shut down, You could create a subspace rift and summon an interdimensional demonic creature, or worse- you could accidentally pull yourself and or your teammates into the world beyond the world... In the root of the Cassius and Kypris psychic powers.. a place where nightmares are reality.

Cytherian history note: the Cytherian are a clan created by the psychics of the Cassius faction. Once one with the Thanatos, the clans split when the Thanatos leader chose to start a new clan based on the pyrokinetics discipline he pioneered. The Cytherians chose instead to focus on mind over matter and the study of the root of their abilities. Julian subspace technology seems to interact with these powers and as a result, the Cytherians are the leaders in reverse engineering stolen technology.

Cytherian psychic radar: a Cytherian can sense the presence of other psychics quite easily but regrettably cannot distinguish a weak Cassius psychic from a powerful Kypris wearing an inhibitor. They believe this is due to their proximity to the warp and surface radiation interfering with that which allows them to detect the 'flavor' of psychic energy.


Last edited by D.N.A. on Sat Sep 06, 2008 1:47 pm; edited 4 times in total
D.N.A.
D.N.A.
Ginji Amano
Ginji Amano

Number of posts : 1928
Age : 114
Registration date : 2008-07-26

GAZEBO: COMMUNISM
Character Info:
BP:
Clan: The Cytherea Left_bar_bleue1/1Clan: The Cytherea Empty_bar_bleue  (1/1)

http://xombieforum.com/viewtopic.php?t=1242

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