#the tentacles are the very last thing to manifest. it's a slow crawl.
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more of my lovely son. he is so normal 💚
#I think he’s talking to hannah in the puberty one. she’s probably the only person he’d confide in#hatchetfield#eddy skinner#ocs#anyway he’s totally fine. totally#kirbart#side note I think is bully-dictated nickname would be ‘creepence’#(his full name is credence)#but idk if you have a better idea I’d be happy to hear it#the tentacles are the very last thing to manifest. it's a slow crawl.
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ITP: speculating on the rest of Deku’s SIXQUIRKS
(cont.) ...working on the basis that each power is an activator type that doesn’t mutate the body or cause you to grow 3 extra libs to use- based on the glimpses we’ve seen of the past wielders they all had normal body types- and that each power will work in tandem with the others to give deku more options without conflicting with each other’s usage.
similarly to how todoroki’s quirk combines the temperature manipulation needed to generate fire and ice and uses that to offset the drawbacks of each power usage on the other, I think these powers will all interlink somehow into one large powerset that lets deku rapidly switch between fighting styles based on the situation and whether he has to focus on fighting or rescuing- for example, we’ve seen how Deku fights with just the strength boost- using it to increase his speed and recently, fire wind blasts, but when he uses that in tandem with Black whip, he can suddenly create black webbing that lets him hold and restrain his opponents, letting manoeuvre around the battle field with more mid-air control than he did before, and potentially letting him throw them into buildings if he boosts the strength of the tendrils- we saw 20% was enough to throw him around like a ragdoll and tear up the surroundings even with him trying to actively supress it. With that in mind I think some of the powers he may have would be
(1) black whip webbing- no-brainer, since we already saw this- but if he controls it more, he may be able to leave constructs of the restraining tentacles behind that stay active even when not connected to him or in his presence, giving him instant ability to restrain and leave his foe immobilised like spidey does for the cops
(2) combat tentacles- again we saw this, so obvious, but if he still has the tentacles connected to him, he can boost their strength and let him lift and throw opponents or objects even if he’s not physically touching them, plus it may also give me more metaphorical ‘hands’ to punch/restrain his opponents with- this may also be handy for rescue operations letting him lift and safely maneuverer civilians out of the danger zone, or create temporary load-bearing tendrils to lift rubble away from those in need
(3) wall crawl- based on the way black whip plastered itself to the surroundings, if Deku layers it over his hands or body parts, it may allow him to stick to whatever surface or ceiling he applies it to, letting him manoeuvre around the environment like spidey, though it’d probably take more mental control to keep active or to turn off and on to move around, similar to miro’s quirk
(4) defensive capabilities- black whip seemed to cover the whole of Deku’s arm when it was being used, which means it could probably cover more if he pushed it further- I actually have the idea of some kind of black venom/bunny mashup when I imagine the end result of completely covering himself, but regardless, the fact that Black whip can hold and touch stuff means it has physical mass, albeit temporary, so if deku completely covers himself, then he may be able to cushion or soften blows against his body- on those lines, I’m also curious as to how Shigaraki’s decay would work against that- we’ve seen that he can’t affect semi-solid stuff he can’t touch 100% like sand, but we’ve never seen how it does up against energy constructs like a force field or similar- something that’s both solid and lacking a substantial body.
Even if Shigaraki can only count up to 7 right now, I think in future chapters this potential defensive capability could be key to letting Deku fight head-to-head with him- I dunno what makes me so sure of this but I keep thinking their showdowns will somehow include a physical aspect outwith their quirks- we know shigaraki can take some hard knocks, but he needs to be capable of confronting and threating deku’s overwhelming power to demonstrate his own strength as the successor to All For one, much like that last battle nearly had All Might losing in a head-on fight- to me, evil needs to able to match good on it’s own terms to prove it’s a true threat, or there’s always the possibility of the heroes quickly and anti-climatically turning the fight around in an instant if they get the upper hand- the ‘unstoppable force’ of evil needs to prove it can match the power of the ‘immovable object’ of good to bring a sense of danger to the battle.
As for the other’s I’m not so sure, but I do have a few options-
(5) defensive ability- I already kinda covered this with black whip, but this is more of a full-body defensive power like Kirishima’s- I’m thinking Deku hardens his body’s density to the point where attacks shatter and stop against him- though a potential issue with that is that he needs to focus and get in the right state of mind, and initially can’t move whilst using it, also he’s become another copycat of kirishima’s power (sorry dude)- whilst black whip would provide some defence, deku still takes too many hard knocks, and it seems like the high-end nomu’s are being built on a similar power level to OG Nomu, capable of physically wreaking anybody not on all Might’s power level if they get their hands on them. Since All Might, and now Midoira, have a bit of a Superman theme going on, i’m thinking this defensive quirk may let deku imitate the Man of Steel invulnerability for a few seconds to let him keep fighting when realistically the threat’s already liquefied his insides, or he needs to stand in the way of an incoming attack against civilians that he can’t block or deflect, though the drawbacks and stress of maintaining such a power may mitigate it’s usefulness to avoid making him too OP right now
(6) enhanced senses- again, basing this off the superman idea, but deku may gain access to something that enhances all 5 of his sense to superhuman levels, letting him keep track of more of his environment, see different spectrums, and utilises his analysis and predicative fighting style to a greater effect than before, though all 5 of his sense may backfire, if he’s scratched and feels like he’s lost an arm, or get hit with a flashbomb and incapacitated etc
(7) laser eyes- yeah I’m bringing up a lot of superman stuff, I don’t have a large imagination for the potentials beyond what I’ve got right now, but given the energy theme that seems to be common between full cowl and Black whip( it manifested in almost lighting-like black tendrils when he first used it) deku could potentially end up using this power by focusing power in his eyeballs like he does when using All For one on his body parts initially, and getting it to explode outwards as high-energy beams, which can be focused as needed, though using this would temporary blind him due to the intensive light being refracted through his corneas
(8) slow healing- I’m kinda ripping this off from the Dresden Files, but in there it’s explained that Wizards live to a ripe age because their bodies channel magic and are capable of creating absolutely perfect copies of their cells when they get cuts or broken bones letting them heal without scars or damaged limbs, as opposed to inferior copies like our bodies do, resulting in lasting damages piling up over our lifetime- given the damage Deku’s put himself through so far, he’s already in danger of permanently losing his ability to be a hero, so this could potentially mitigate the drawbacks of his reckless fighting style so far, at least in the long run - it’s explained that the healing cant regenerate missing body parts, and can’t be sped up past the speed of normal healing- it’s just keeps healing away at wounds slowly until they’re completely gone, which could take years- the main character gets his hand flame-broiled to the point it’s recommended he amputate, yet several books later he still has the hand and full dexterity, though he’s still got some nasty scarring that’s yet to fade away.
That’s all I’ve got for now, if you can think of any others, or get suggestions for any others, feel free to list them- I’m curious as to what alternative powers you think Deku could use.
---
sounds like fun! I’m gonna pass on the possible-combinations thing because I’m not particularly good at that kind of thing, but I like your suggestions, particularly the wall-crawling one. we all know how much Horikoshi loves his Spider-Man.
but the SIXQUIRKS!! speculation sounds like a great way to put off reading the rest of Vigilantes chapter one (lol I’m sorry guys. I’m making my way through it, slowly; it’s just really long, and I’m having trouble staying focused. but I have started it and I also read the preview chapter already, so I’ll have that post ready in a day or two at least), and I’m sure my answers will all be 100% wrong too, so I look forward to seeing just how wrong they are lol.
a couple of notes on my reasoning process:
I agree with you that all of the quirks will likely be emitter or transformation quirks rather than mutant quirks, since it doesn’t seem likely that Horikoshi will make any dramatic alternations to Deku’s basic appearance. after all, one of his most distinguishing characteristics is (ironically) the fact that he’s ordinary as fuck to look at. since a key aspect of mutant quirks is that they’re impossible to turn on and off, and thus any change would wind up being permanent, I think we can safely rule this out.
I still have no idea what’s going on with the Bakusilhouette, or whether this implies that one of these quirks could potentially be Explosion. but I’m hoping not (because get your own quirks, Deku!!), so I’m gonna leave that off of the list.
there is going to be at least one quirk that lacks any constructive use whatsoever and is basically just comic relief. please Horikoshi. I need this.
lastly, Horikoshi is going to have to be very careful to keep Deku from becoming overpowered. he can keep things in check for the most part just by making the powers difficult to control, but even so he’s going to have to be smart about it. we can have one or two more badass powers, maybe, but if all five are as awesome as Blackwhip, Horikoshi is going to end up writing himself into a corner real fast. the last thing you want is for your protagonist to be able to solve every single problem with barely the slightest effort. so for this reason I’ve done my best to keep the rest of the SIXQUIRKS as balanced as I can manage.
now on to it!
1. flying quirk
listen guys. if this doesn’t happen Deku will be fucking heartbroken. he wants to be up in the air so bad. he wants to get away. he wants to flyyyyyy away. yeahhhhh yeahhhhh yeahhhh.
but he really does though. so Horikoshi should just give up and give him an actual quirk for it already so he can stop mooching off of all of his friends’ flying abilities and slingshotting himself off of temporarily elastic steel beams.
2. spidey-sense
disclaimer: this is not my original idea. @interstellar-elf sent me an ask like months ago suggesting this and I think it’s perfect tbh.
I think this one is all but guaranteed. it’s relevant to heroing but not too OP; it pays homage to Horikoshi’s favorite hero of all time (because he hasn’t paid him enough homage already lol); and the power itself has always been a great way of adding dramatic tension to a scene. it’s both useful and highly cinematic -- it’s basically carte blanche to throw in as many close calls and near-death escapes into a scene as you can manage. really, is there anything more shounen than coming within a hair’s breadth of dying horribly but somehow surviving to tell the tale? that’s what spidey-sense really is at the end of the day.
3. psychic shield/immunity
first of all before I continue, this seems like a great time to post another long-unanswered ask from @interstellar-elf!
the problem with psychic powers is that they do tend to be overpowered as hell, though, and given that Deku already has a ton of awesome quirks, that makes me wary of giving him any kind of psychic abilities on top of that.
but! I think there is a workaround for this, which is to give him powers that only work as a defense against other people’s psychic attacks! you know, kind of like Occlumency in Harry Potter, where you can stop someone from reading your mind. or like the power to shake off someone else’s mind control -- oh, wait.
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(and then later on...)
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hmmmmmm.
I’m not saying Deku already has this power, mind you. but I’m also not not saying that. it would fit, basically.
4. the ability to create extremely specific and totally useless objects at will
okay so remember how I said I’m placing my bets on at least one “joke” quirk that’s basically useless aside from being used for comedic purposes? so I racked my brain for a bit and this is what I came up with. I just think it would make for a really great visual gag if Deku all of a sudden started making a bunch of stuffed kitty tsums out of nowhere and had no control over it and everyone was like, “DEKU WHAT THE FUCK” and he was like “I’M SORRY I DON’T KNOW EITHER I CAN’T STOP IT” and there are just kitty tsums everywhere, just strewn all over the damn place, and for a while every time he panics over something it’s like BOOM! KITTY TSUM. and Bakugou is like “DEKU YOU ASS, I CAN’T BELIEVE YOU GOT MULTIPLE FUCKING QUIRKS, WHICH IS FUCKING UNHEARD OF, AND YOU WENT AND WASTED ONE OF THEM ON THIS BULLSHIT” and Deku’s like “I LITERALLY HAVE NO CHOICE IN THE MATTER IT’S NOT LIKE I PICKED THEM OUT OF A CATALOG” and Bakugou’s like “AT LEAST PICK SOMETHING ORIGINAL ASSHOLE, PONYTAIL GIRL ALREADY HAS THE OBJECT-MAKING QUIRK FOR FUCK’S SAKE” and Deku is like “ARE YOU BREAKING THE FOURTH WALL” and Bakugou is like “HAH?” and so on and so forth.
bonus points if the quirk actually ends up saving their lives later on in some really stupid way.
5. super-op time-stopping quirk that can only be used under Extremely Rare and Specific Circumstances
okay so for the fifth and final quirk, I wanted something that actually is outrageously, insanely powerful and a huge upgrade. but as a check to keep it from getting too out of control, I think it should be something that can only be used if the circumstances are exactly right. like he can only do it during a full moon, or once every six months, or only if he knows the exact year, month, date, and time the target was born, or something ridiculous like that. maybe not quite that specific, lol. but you get the idea.
basically I’m looking for something he can only use once or twice in the entire series, but when he does it’s a game-changer. and time-fuckery seems like the best bet as far as game-changing goes. we have not had any time-fuckery quirks yet precisely because they’re so absurdly powerful, but at the same time, you can’t just write a manga about superheroes and not have someone with a fucking time quirk at some point. it’s gotta happen. you’ve gotta do it. so you might as well do it with the main character then. you’ve all seen that one scene from X-Men: Days of Future Past? technically that’s a super-speed quirk, but hey, same difference. but yeah, to avoid plot holes Deku can only do it during a planetary alignment for thirty seconds at midnight or some shit.
so that’s all five! tbh the only one I have even the remotest bit of confidence in is the spidey sense one, because it just ticks a number of boxes that are too good for Horikoshi to pass up. but for the rest I really have no idea; I hope and expect to be completely taken by surprise.
but I will forever have an AU headcanon now where Deku develops a Kitty Tsum quirk and is just. sitting in a big ol pile of these things like Captain Fucking Kirk while everyone is like “SERIOUSLY WHAT THE FUCK DEKU” sob.
#bnha#boku no hero academia#bnha spoilers#mha spoilers#midoriya izuku#one for all#bnha theory#makeste reads bnha#asks#long post#one bonus that I wasn't consciously thinking about#but that actually works for all of these quirks except the kitty tsum one#is that all of these are quirks which could be easily explained away or kept hidden#allowing deku to maintain his secret#not the kitty one though#that one is a definite 'midoriya has multiple quirks' red flag#maybe he can try to explain it away by pretending he got hit by somebody else's quirk#aizawa wouldn't question it too much because he actually loves the quirk#'omg yes'#'kitties'
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How to Build a Tager
Background
How did you get into the Eldritch Society?
Were you born here? Did they find you after you did something astonishing? To be a target for a Tag’e fragment, you have to have been noticed and picked and groomed for this role. Often Tagers were picked up into the Eldritch society because they were noticed doing something exceptionally tenacious – fighting off a monster that other people run from, surviving torture scenarios with their minds in tact, displaying great feats of will. Some of them are born into the Eldritch Society, from tager parents or other workers in the facilities.
How did you get picked to be a Holy Warrior?
People who are picked up on the outside are often chosen specifically for their tenacity in a hope to cultivate them into Tagers, but they have to be indoctrinated first. It takes time to get someone to be so dedicated to the cause that they would risk life and limb for the Society. How did that go for you? Was it fast? Slow? When they asked you, did you jump for joy, or did you hesitate at first. Did you always dream of this, the moment that you got deep enough into the society to know about it?
Your Sorceror Friend
A sorcerer has to come with you into the void and be your guide. They sat there, beside you, as you went through the Rite of Sacred Union. They were your partner. Think about this character, who they were, what they meant to you. Were they your friend, or just someone that got partnered up with you ‘cause your compound was low on sorcerers?
Your Murder
Where are you from, and who has been in your murder (That’s the pack of tagers that operate together)? Are you newer, is this your first murder, or have you experienced loss before and this is a new murder you were organized into?
Your Age
Age of Maturity is 16, and the military is *always* recruiting. By 22, you could be a combat veteran and have made your way here to join the shadow war. Think about your age, and what your history might have been like and the context it creates for your character and how long they are here. Tagers die a lot on Earth. Keep it in mind.
Your Race
Nazzadi, Xenomix, or Human–all are on the table. Think about which you are and which culture you are immersed in. Some Nazzadi grow up in hugely human areas, but those that grow up among Nazzadi have their own culture and beliefs. If Xenomix, which culture were you more inside?
Choose Your Tager
REQUIREMENTS
Tager Requirements have several things, most of them story, but the hard-core mechanics are
Attributes: 7+ Tenacity
Qualities: Tager (4), Duty (3), and Fanatical (2-3). If you want to be an exceptional or rare tager, there are other qualities you must take, too.
Tager types are listed in order of rarity.
TAGER RULES
There are a few abilities, drawbacks, and rules common to all types of Tagers. Here are four major sections:
Attributes
Tager symbionts increase the Attributes of their hosts. Within each Tager listing there are two sets of bonuses. Listed first are those that apply to the Tager’s natural, non-shifted mortal form and second are those that apply to the Tager’s shifted alien form. The second group of bonuses already takes the first into account, so don’t add them again. These bonuses may increase a Character’s Attributes above the normal starting limit of 11 and that’s okay. Remember to calculate a separate set of Secondary Attributes for the Tager in his shifted form.
Abilities
• Tagers can shift instantly between their two forms. This ability cannot be constrained by restraints or physical objects. The symbiont will mystically destroy any such obstacles in order to manifest.
• Tagers have microhooks on their hands and feet which allow them to cling to and crawl on sheer surfaces like an insect.
• Tagers can perform super-human leaps and jump double normal distances.
• Tagers are considered sealed against gas or biological attacks and can produce their own air for short periods of time. This internal air supply lasts for two hours. They have full mystical life support and can even withstand the depths of the ocean or the vacuum of space.
• Characters receive a +4 bonus to Fear Tests when shifted into Tager form.
• Tagers, regardless of form, have the ability to detect Dhohanoids (and other Tagers) in their mortal guise. By spending one minute carefully observing a person, and succeeding at a Challenging Observation Test, a Tager can figure out whether or not he’s watching a monster.
• For a description of Tager senses, refer to the matching mecha sensor systems. They function the same.
• Tagers within one mile of each other, when shifted, are mindlinked. This mindlink allows shifted Tagers to soundlessly communicate through a form of limited telepathy, as well as know what other Tagers are nearby and alive. This does not allow Tagers to know precisely where each other is, how far they are away from each other, or if they are hurt. It only senses whether they are nearby and alive or dead.
Combat
• Tagers are Vitality scale.
• Tagers use their Fighting skill instead of their Armed Fighting skill when wielding their natural non-projectile weaponry, such as blades or claws as these weapons are an extension of their body.
• Tagers regenerate Vitality, even in their natural mortal form. The number listed first represents the amount of Vitality they regenerate every hour in their natural form and the second number listed is the amount of Vitality they regenerate each turn in their shifted form.
• Each Tager has what is called a Limit Weapon which is very powerful. Limit Weapons can only be used once every 24 hours To activate the attack the Tager must first succeed at a Hard Tenacity Feat Test. Using a Limit Weapon requires all of a Tager’s Actions for the turn and can be the only Action that turn.
• If for some reason the mortal inside the symbiont is knocked unconscious while the Tager is shifted, the creature will take over. It runs on instinct, attacks any threat in sight, and will not stop until its environment is safe. Assume that the symbiont has an Adept level of expertise for its skills, including Athletics, Fighting, Dodge, Observation, and Stealth. It continues to use the overall Vitality of the mortal inside but suffers no Test Penalties for Wound Level. It will cease when the host recovers.
• The hands of a shifted Tager are too large to use conventional weaponry. However, the Eldrith Society has modified some types of weapons, including assault rifles and man-portable anti-mech weaponry, with larger grips, triggers, and trigger guards for Tager use. The availability of these special weapons is up to your Storyguide.
The Hard Truth
• Tager characters begin with one Insanity Point. The Rite of Sacred Union, while beneficial to both parties involved, quickly changes the host’s worldview in a frightening way.
• Tagers have access to only half of their Orgone for performing magic, as the symbiont requires the rest as sustenance. Exceptional Tagers are the exception; they only have access to none
of their Orgone.
• Tagers must succeed at a Challenging Insanity Test every game month. Failure adds another Insanity Point to their total.
PHANTOM
Type: Multi-Purpose Battle Tager
The Phantom is one of the two most common Tagers, along with the Mirage*. They are heavily armed, tough, and equipped with one of the most terrifying Limit Weapons of all the symbionts. The weapons of a Phantom make it deadly all around. A magical electrical blast that generates out of the Tager’s forehead, the Arcane Blast fires the equivalent of a heavy round with deadly accuracy. The Phantom’s exceptional strength combined with the sharp blades that extend out of its forearms make it a vicious killer up close. Not even aerial targets are safe, as its awful Howl brings fliers to the ground – and knocks other opponents off their feet. Groups of Phantoms sometimes Howl, an unnatural and almost unholy sound, as a battle cry that echoes into the night.
However, it’s the Limit Weapon of the Phantom that is most feared, and not coincidentally coveted by many other Tagers. A mass of black tentacles burst out of its chest, flaying the flesh off those unlucky enough to get in the way. Before they return, the symbiont chooses one of these victims as its meal. It drags the screaming victim back into the dimensional cavity from which it came and swallows him whole. This is a little intimidating and it’s also an ingenious way to hide dead bodies.
The Phantom’s armor and ability to regenerate are both significant, so it can take a beating and still handle itself. It is a balanced organism, useful in just about any situation.
Phantoms are sleek and aggressive symbionts. Those who are bound with one develop an attunement with their body and a confident awareness, combined with a sense of freedom and a certain bloodlust.
Size: Medium (6 to 7 ft. tall)
Attribute Modifications:
Agility +1/+3
Perception -/+2
Strength +1/+3
Tenacity +1/+3
Weapons:
Arcane Blast – Range 30/75/200, Damage +2, Shots 3, Infinite Rounds
Blades (+2) – These blades often extend from the forearms of the Tager.
Howl (+0) – Range of 20 ft. Target must succeed at a Challenging Strength Feat Test or be knocked to the ground.
Limit Weapon:
Tentacle Sheathe (+3) – A mass of tentacles bursts out of the Phantom’s chest, covering a 30 ft. cone in front of him. Everything caught within the tentacles is attacked, at no Multiple Action Penalty. One of the targets, randomly selected, must also succeed at a Challenging Strength Test or the symbiont will drag him back and eat him. This takes one full turn and results in the death of the victim. This uses all Actions and can be the Tager’s only Action that turn.
Armor: 2/2
Regeneration: ⅓
Fear Factor: 12
Senses: Nightvision, Scan
Movement & Speed: Climbing (Double), Jumping (Double), Land (Normal)
PHANTOM VARIATIONS
Attributes
If you desire a stronger Phantom, you may choose the following Attribute Modifications instead of the standard:
Agility +1/+2
Perception -/+2
Strength +1/+5
Tenacity +1/+2
If you desire a more agile Phantom, you may choose the following Attribute Modifications instead of the standard:
Agility +1/+4
Perception -/+2
Strength +1/+2
Tenacity +1/+3
Weapons
You may choose:
• one close quarters weapon with two ranged weapons
• two close quarters weapons with one ranged weapon
• three ranged weapons
• four close quarters weapons
Close Quarters Weapons
You may choose close quarters weapons from the following list:
Blades (+2) – These blades often extend from the forearms of the Tager.
Claws (+2) – The Phantom’s claws have developed into vicious weapons.
Rend (+4) – The Phantom may use both its sets of blades or claws to tear into a foe. This attack takes two of the Tager’s Actions to perform.
Screaming Clutch (0) – The Phantom grabs a target and disrupts its equilibrium with its howl. The target must succeed at a Challenging Strength Feat Test or be unable to take action for the next turn. This attack is entangling and requires two Actions to perform.
Ranged Weapons
You may choose ranged weapons from the following list:
Arcane Blast – Range 30/75/200, Damage +2, Shots 3, Infinite Rounds.
Concussive Strike (0) – The Tager strikes the ground and sends out a concussive wave that affects all targets touching the ground within 10 feet. Targets within must succeed at a Challenging Strength Feat Test or be knocked to the ground.
Howl (0) - Range 20 ft. Target must succeed at a Challenging Strength Feat Test or be knocked to the ground.
Protection
Instead of the usual level of armor and regeneration, you may choose to sacrifice your Phantom’s armor for a high level of regeneration.
Armor: 1/1
Regen0eration: 1/1 die
MIRAGE
Type: Multi-Purpose Battle Tager
Like the Phantom, the Mirage is one of the most common Tagers. It trades some of its brother’s capacity for bloodshed for those of illusion and deception, but is still nonetheless deadly. It can generate blasts of solid light from the mystical field around its body, punching through targets with the force of a large caliber round. Razor-tipped tentacles sprout from its shoulder blades, lashing out to tear chunks out of those who get too close. But what makes it most dangerous is the fact that the Mirage is rarely where it appears to be. A mystical displacement field makes the
Tager appear as if it were a few feet away from where it really is, making it very difficult to strike.
The Limit Weapon of the Mirage can save the day of any pack. It generates a group of illusory duplicates that act independently. The Mirage itself is displaced within the group, there- fore concealing its presence within. The copies can help conceal the numbers of a pack, making it seem as if there are more than there are, and they can be used as cover when a pack needs to escape.
Mirages are precise and cautious symbionts. Those who are bound with one develop precise bodily control and a confident awareness combined with a more guarded personality and a desire to blend into the background.
Special: Displacement – The Mirage projects a mystical displacement field around itself, making
it appear as if it were a few feet away from where it really is. This provides a number of benefits, including adding one extra die to all of the Tager’s defense rolls. It also cannot be surprise attacked while this field is engaged – the attacks are invariably aimed at the illusory simulacrum. The real position of the Mirage is almost impossible to detect – use the rules for Stealth Systems when attempting to locate a Mirage’s real position, but increase the Degrees one category. Seeing the real Tager negates the benefits of Displacement as long as an observer is capable of tracking it.
Its Displacement ability drains the Orgone of the Tager, at a rate of one point for every half hour the Tager spends with the displacement field engaged. The ability of the Mirage to use Displacement is not affected by this drain – it only affects the Tager’s ability to use or assist with magic. A Mirage may even use this ability when its Orgone has been drained to zero, but will not regenerate Orgone while it is engaged.
Size: Medium (6 to 7 ft. tall)
Attribute Modifications:
Agility +1/+4
Perception -/+2
Strength +1/+2
Tenacity +1/+3
Weapons:
Photon Blast – Range 30/75/200, Damage +2, Shots 3, Infinite Rounds
Tentacle Lash (+2) – These razor-tipped tentacles grow from the shoulder blades of the Tager and can be retracted. They are lashing weapons and cannot be used to entangle, though they can be used as rudimentary hands. While not capable of fine manipulation, they can hold or push things (but cannot wield weapons). These tentacles give the Tager an extra Action each turn that can only be spent to attack with them – this can bring a Mirage’s total Actions to four. The usual Multiple Action Penalties apply.
Limit Weapon:
Multiplicity (n/a) – This deceptive ploy generates 6 to 10 (5 + half a die) illusory copies of the Tager. The moment these duplicates are created the real Mirage mystically and randomly changes places with one of them to conceal his presence in the group. The copies either independently engage any apparent enemies or they follow the lead of the Tager, and last for one to five minutes (half a die). The copies cannot cause harm nor can they be harmed – it doesn’t take most foes long to realize they are fighting an illusion. This uses all Actions and can be the Tager’s only Action that turn.
Armor: 1/1
Regeneration: ⅓
Fear Factor: 12
Senses: Nightvision, Scan
Movement & Speed: Climbing (Double), Jumping (Double), Land (Normal)
MIRAGE VARIATIONS
Attributes
If you desire a more agile Mirage, you may choose the following Attribute
Modifications instead of the standard:
Agility +1/+6
Perception -/+1
Strength +1/+2
Tenacity +1/+2
If you desire a stronger Mirage, you may choose the following Attribute Modifications
instead of the standard:
Agility +1/+3
Perception -/+2
Strength +1/+4
Tenacity +1/+2
Weapons
You may choose:
• one close quarters weapon with one ranged weapon
• two ranged weapons
• three close quarters weapons
Close Quarters Weapons
You may choose close quarters weapons from the following list:
Tentacle Lash (+2) – These razor-tipped tentacles grow from the shoulder blades of the Tager and can be retracted. They are lashing weapons and cannot be used to entangle, though they can be used as rudimentary hands. While not capable of fine manipulation, they can hold or push things (but cannot wield weapons). These tentacles give the Tager an extra Action each turn that can only be spent to attack with them – this can bring a Mirage’s total Actions to four. The usual Multiple Action Penalties apply.
Impeding Lash (+0) – These tentacles grow from the shoulder blades of the Tager and can be retracted. They can be used to entangle, as well as rudimentary hands. While not capable of fine manipulation, they can hold or push things (but cannot wield weapons). These tentacles give the Tager an extra Action each turn that can only be spent to attack with them – this can bring a Mirage’s total Actions to four. The usual Multiple Action Penalties apply.
Tentacle Hook (+1) – This attack can target any foe within 20 feet. The target must engage in a Strength Feat Contest with the Mirage. If the Tager wins, the target is dragged into close combat range, as close to the Mirage as he wishes.
Ranged Weapons
You may choose ranged weapons from the following list:
Photon Blast – Range 30/75/200, Damage +2, Shots 3, Infinite Rounds.
Whirling Lash – Range 15 foot radius, Damage +1, Shots 1, Infinite Rounds. This attacks targets all enemies within the radius; generate one attack total against which all must defend. Targets must succeed at a Challenging Strength Feat Test or be knocked to the ground.
Protection
Instead of the usual level of armor and regeneration, you may choose to sacrifice your Mirage’s armor for a higher level of regeneration.
Armor: -/-
Regeneration: 1/1 die
NAGA
Type: Multi-Purpose Battle Tager
Like the Mirage and the Phantom, the Naga is one of the most common Tagers, though the passage in the Ta’ge fragments that included it was only recently translated and their bonding made possible. Naga are as combat-ready as Phantoms are, and though they are more able trading blows in a stand-up fight than the Phantom, they often have difficulty keeping up with the more mobile Phantoms. If Mirages are on the “tactical” end of the spectrum of which Phantoms are the center point, Naga are on the “brute” end. Add the quills that lurk beneath their skin and the protective shield of mystical energy they can call on to their already impressive armor, and any murder should be happy to have one as a member.
Most Tagers that see a Naga’s Limit Weapon in action are frankly underwhelmed. Compared to the magnificent displays of other Tagers’ Limit Weapon, forcing people to stop and twitch a bit doesn’t look very impressive. When one actually considers it though, even partially incapacitating so many foes is an enormous strategic boon. The Tager’s hidden quills extend to their full length and discharge a sheet of invisible energy into any hapless targets in an arc before the Tager. The energy plays havoc with muscles, giving them approximately a thousand false signals per second. Despite the affected areas’ uncontrollable twitching and spasms, the feeling is not dissimilar from a limb going to sleep.
Naga are tough and determined symbionts. Those who are bound with a Naga develop a patient confidence and a siege mentality, along with an often-paradoxical eagerness to fight and an incredible spatial awareness. It is not unknown for those especially influenced by their symbiont to go from words of peace and accord to inflammatory personal attacks or even physical challenges, all in the space of a few brief moments.
Special: Shield – The Naga generates a mystical shield of energy around itself that protects it from physical harm. Bullets bounce, claws scrape across its surface, and blades stop dead inches from the Tager’s flesh. When the Tager senses an incoming attack, it is instantly met with blast of invisible energy, greatly reducing the amount of harm that actually lands. Mechanically, the shield a Naga generates adds the Naga’s current Orgone rating to the result of armor rolls against attacks of which the Naga is aware (for example, a Naga is aware of an incoming attack from a Dua-Sanaras’ tentacle. The Naga’s rather clumsy defensive maneuver [result 10] is smashed aside by the Dhohanoid’s attack [result 23], indicating a solid hit [result 27 damage]. The Naga rolls its armor 2 and gets 4, and 7. It adds its current Orgone of 5 and gets 16, reducing the damage to11.)
Its Shield ability drains the Orgone of the Tager, at a rate of one point per minute that the Shield is active. Once the Tager is out of Orgone the Shield sputters out of existence until the Naga regenerates enough Orgone to support it again. The spatial awareness required to effectively defend against attacks in this way gives Naga the Peripheral Vision Asset for free, making them the first individuals ever to actually use that Asset.
Size: Medium (6 to 7 ft. tall)
Attribute Modifications:
Agility +1/+2
Perception -/+1
Strength +1/+4
Tenacity +1/+4
Weapons:
Quill Shot – Range 35/70/150, Damage +2, Shots 3, Infinite Rounds
Shank-Punch (+2) – A simple blow backed by fully-extended quills.
Quills (+1) – Anything that physically strikes the Naga takes one die of damage, which can be reduced by armor. This also adds one die to the Tager’s close quarters attacks. When not in use, the quills retreat just beneath the Naga’s skin, giving it the appearance of being covered in unusually large pimples. Just before a blow (either by the Tager or against it) the area of quills that will make contact extend completely. The quills range from four to six inches long and are serrated on the underside. Every Naga so far has had a different color of quills.
Limit Weapon:
Spasm Blast (n/a) – A sheet of invisible disruptive energy is fired from the Tager’s quills, subjecting all in a 10 ft. long 180-degree arc in front of him to complete neuromuscular confusion. All targets must succeed at a Hard Tenacity Feat Test or lose 2 Actions per turn for one to ten rounds (roll one die). On each turn that targets are affected they take 1 die of damage that cannot be reduced with armor as their conflicted muscles strain in multiple directions simultaneously. During this, victims feel their affected limbs go numb, feeling no pain from wrenched wrists and thighs or broken bones sustained from flailing a limb into a wall. Of course, after the effects have subsided, the victims’ pain is quite intense. That is, if he doesn’t simply fall unconscious from shock as the numbness vanishes rather abruptly.
Armor: 2/2
Regeneration: ⅓
Fear Factor: 12
Senses: Nightvision, Scan, Peripheral Vision
Movement & Speed: Climbing (Double), Jumping (Double), Land (Normal)
NAGA VARIATIONS
Attributes
If you desire a more agile Naga, you should really choose a different symbiont.
On the other hand, if you desire a more moderate Naga, you may choose the following Attribute Modifications instead of the standard:
Agility +1/+3
Perception -/+2
Strength +1/+3
Tenacity +1/+3
If you desire a more tenacious Naga, you may choose the following Attribute Modifications instead of the standard:
Agility +1/+2
Perception -/+1
Strength +1/+2
Tenacity +1/+6
Weapons
You may choose:
two close quarters weapons with one ranged weapon
one close quarters weapon with two ranged weapons
three close quarters weapons
Close Quarters Weapons
You may choose close quarters weapons from the following list:
Shank-Punch (+2) – A simple body blow, usually with a fist.
Quills (+1) – Anything that physically strikes the Naga takes one die of damage, which can be reduced by armor. This also adds one die to the Tager’s close quarters attacks.
Shieldmate (n/a) – The Naga can extend its shield ability to one other living being that is of equal mass or less. This only functions so long as the Naga is touching the creature it wishes to shield. This costs one Orgone for two rounds.
Serpent Dance (n/a) – The Naga enters a swaying trance-like state where defense is easy and natural, adding +3 dice to the Tager’s defense. This requires all Actions and can be the Tager’s only action that turn, except to maintain contact with a Shieldmate (see above).
Ranged Weapons
You may choose ranged weapons from the following list:
Quill Shot – Range 35/70/150, Damage +2, Shots 3, Infinite Rounds
Spasm Bolt – Range 10/20/30, Damage +0, Shots 3, Infinite Rounds. If these invisible bolts pierce the target’s armor and do at least one point of Vitality Damage, the target must make a Challenging Tenacity feat check or lose 2 actions for one to ten rounds (roll one die).
Protection
Instead of the usual level of armor and regeneration, you may choose to sacrifice your Naga’s armor for a high level of regeneration.
Armor: 1/1
Regeneration: 1/1 die
SHADOW
Type: Stealth Combat Tager
Something that can’t be seen, the Shadow is the thing that moves in the corner of one’s eye. Spy, ninja, ghost – it has been called all of these and none of them is incorrect, for the Shadow has the mystical ability to disappear at will. As long as it’s alive, it can disappear from sight and sound in an instant. Not only is it invisible and inaudible, it leaves no heat signature either, making it capable of open action even in an arcology. Most of the time the Shadow’s first strike is from surprise.
Its tools as an assassin are manifold. The needles growing on its chin can be fired as poisoned darts. This organic poison is a powerful, short-term paralytic, meant to disable a target just long enough for the Shadow to gain advantage. Once it is up close, thorns sprout out of almost every striking surface, making it capable of tearing chunks out of vulnerable flesh. Its ability to Multiport strikes a target from up to six different sides nearly simultaneously. However, the Shadow is lightly armored and stand up fights can leave it badly hurt.
The Shadow is a deadly and careful symbiont. Those who are bound with one develop great patience and cool temper, combined with a controlled nature and a callous attitude towards killing.
Special: Paralytic Poison – The needles fired by the Shadow are coated with an organic paralytic poison. This poison requires that the needle do at least one point of Vitality damage to be administered. Anyone affected by the poison must succeed at a Hard Tenacity Feat Test to resist. If this Test is failed, the victim loses 2 Actions per turn for one to ten minutes (roll one die), which can effectively reduce a character’s Actions to zero. Only one Test needs to be made per turn struck by the Shadow’s needles and the effect of the needles is not cumulative. A target may again be affected on the turn following his recovery from the last dose.
Special: Stealth – The Shadow projects a mystical stealth field, which functions like a mecha stealth system except that all Degrees to spot it are increased one category. In addition to rapid, erratic movement, touching anything living (of dog-size or larger) will force the stealth to drop. This ability drains the Orgone of the Tager, at a rate of one point for every half hour invisible. The ability of a Shadow to use its stealth is not affected by this drain. A Shadow may even use this ability when its Orgone has been drained to zero, but Orgone will not regenerate while it is engaged.
Size: Medium (6 to 7 ft. tall)
Attribute Modifications:
Agility +1/+3
Perception +1/+3
Strength -/+2
Tenacity +1/+3
Weapons:
Thorns (+1) – These thorns grow out of the hands, forearms, shoulders, lower legs, and feet.
Needle Pods – Range 25/60/170, Damage +1 (+ Poison), Shots 2, Infinite Rounds
Limit Weapon:
Multiport – This attack can target anything within a range of twice the Shadow’s average jumping distance. By rapidly teleporting around his target, the Shadow can take double his normal Actions – though no movement – with no Multiple Action Penalty, for one single turn. These attacks occur simultaneously. This uses all Actions and can be the Tager’s only Action that turn.
Armor: 1/1
Regeneration: ½
Fear Factor: 12
Senses: Nightvision, Scan
Movement & Speed: Climbing (Double), Jumping (Triple), Land (Normal)
SHADOW VARIATIONS
Attributes
If you desire a more agile Shadow, you may choose the following Attribute Modifications instead of the standard:
Agility +1/+4
Perception 1/+3
Strength -/+2
Tenacity +1/+2
Weapons
You may choose:
• one close quarters weapon with one ranged weapon
• two ranged weapons
• three close quarters weapons
Close Quarters Weapons
You may choose close quarters weapons from the following list:
Concealing Aura (n/a) – The Shadow can extend his concealing abilities to one other living being that is of equal mass or less. This ability only functions as long as the Shadow is touching the creature with which it wishes to conceal. This costs 5 Orgone for one minute.
Spiny Embrace (+3 + Poison) – The Shadow may use its thorns in a bear hug-like grasp. This attack takes two of the Tager’s Actions to perform.
Thorns (+1) – These thorns grow out of the hands, forearms, shoulders, lower legs, and feet.
Ranged Weapons
You may choose ranged weapons from the following list:
Needle Pods – Range 25/60/170, Damage +1 (+ Poison), Shots 2, Infinite Rounds.
Quills – Range 10/20/30, Damage +1 (+ Poison), Shots 1, Infinite Rounds. These quills fire from the Tager to affect a three yard burst radius – all foes within must defend against the attack or be affected.
Protection
Instead of the usual level of armor and regeneration, you may choose to sacrifice all of your Shadow’s armor for a high level of Regeneration.
Armor: -/-
Regeneration: 1/1 die
SPECTRE
Type: Black Ops Tager
The stench of the grave. You run. Somewhere in the mists behind you, death comes. You bolt inside and lock the door. You frantically push the couch against it. You hope the thing takes time to pound its way through while you look for another way out. But the fog fills the room. It walks through the barricade as if it wasn’t there and you can feel the cold closing in…
The Spectre goes places other Tagers can’t. It has the mystical ability to pass through solid objects as if they were air. The Spectre’s relationship with death does not end with its ghostly similarities. It’s touch is mystically cold, leaving trails of frost. Those who’ve survived attacks often lose limbs as frostbite claims them. Spectres can also exude a putrid mist that withers all living things exposed to it. They call it the Gravewind as it stinks of rot and decay. It helps obscure the Tager and Spectres are often only seen as the shad- owy form hiding in an ever-flowing fog. But it also can dispense death in an instant. While normally a Spectre cannot materialize within an object or the Tager will be destroyed, its Phasing Limit Attack is the exception. The Tager reaches into a living victim and becomes substantial again. Internal organs, flesh, bone, and blood are destroyed as they are violently displaced by the materializing mass.
The Spectre is a resolved and aloof symbiont. Those who are bound with one develop a precise nature with an unyielding determination combined with an emotional distance. They often have difficulty forming bonds with those who are not of a supernatural nature.
Special: Insubstantial – The Spectre can mystically pass through solid objects, literally walking through walls, trees, cars, even people. It cannot pass through things that are moving more than casually – for example, it can’t let bullets pass through it. It also cannot rematerialize within an object or the Tager will be destroyed – with one exception (its Limit Attack). Only places that have been mystically protected against Outsiders block a Spectre. Spectres only become insubstantial at the moment they are phasing through an object and are solid at every other time. This ability drains the Orgone of the Tager. Each point of Orgone allows the Spectre to pass through any number of solid objects at will for one minute. When the Tager is out of Orgone, it can no longer pass through solid objects.
Special: Gravewind – The Gravewind is a fetid cloud of withering gas, harming all living things within – even those protected by environmental suits. Each turn, generate a Test Result using the Tager’s Tenacity Feat skill and use it in all Contests to determine damage. Those within defend using their Tenacity Feat skill. Each time the Spectre uses Gravewind, it partially obscures sight in a five-yard radius around the Tager. If a Spectre uses Gravewind two turns in the same area, sight becomes completely obscured. This ability does affect Outsiders (including other Tagers), but not other Spectres.
Size: Medium (6 to 7 ft. tall)
Attribute Modifications:
Agility +1/+3
Perception +1/+3
Strength +1/+3
Tenacity -/+2
Weapons:
Chilled Touch (+1) – The Spectre’s touch is supernaturally freezing. It leaves frost on whatever it touches. The Tager can consciously dampen this effect.
Gravewind – Range 5 yd. radius, Damage +1, Shots 1, Infinite Rounds. Obscuring.
Limit Weapon:
Phasing (+6) – The Spectre phases into a single living target and materializes, violently displacing the thing’s flesh and bone. The Tager then rips itself out of the victim, tearing out further chunks of internal organs as it does. This uses all Actions and can be the Tager’s only Action that turn.
Armor: 1/1
Regeneration: ½
Fear Factor: 12
Senses: Nightvision, Scan, Thermal
Movement & Speed: Climbing (Double), Jumping (Triple), Land (Normal)
SPECTRE VARIATIONS
Attributes
If you desire a stronger and hardier Spectre, you may choose the following Attribute Modifications instead of the standard:
Agility +1/+2
Perception +1/+2
Strength +1/+4
Tenacity -/+3
Weapons
You may choose:
• one close quarters weapon with one ranged weapon
• two ranged weapons
• three close quarters weapons
Close Quarters Weapons
You may choose close quarters weapons from the following list:
Chilled Touch (+1) – The Spectre’s touch is supernaturally freezing. It leaves frost on whatever it touches.
Eon Touch (+0) – This debilitating attack ages a living being to its senior years in an instant. The creature must make a Fear Test against a Hard degree, as well as suffer a -2 to his Agility, Strength, and Tenacity and a -1 to his Perception. He also moves one full category slower than normal. These effects naturally wear off in a half hour. Creatures that regenerate or are supernaturally long lived only suffer damage from this attack.
Phasing Touch (n/a) – The Spectre can extend his phasing abilities to one other living being that is of equal mass or less. This ability only functions as long as the Spectre is touching the creature with which it wishes to phase. This costs 5 Orgone for one minute.
Ranged Weapons
You may choose ranged weapons from the following list:
Gravewind – Range 5 yard radius, Damage +1, Shots 1, Infinite Rounds. Obscuring.
Ill Wind – Range 5 yard radius, Damage n/a, Shots 1, Infinite Rounds. Obscuring. Unlike the Gravewind, Ill Wind does no damage. Instead, it completely obscures the area in a single turn.
Protection
Instead of the usual level of armor and regeneration, you may choose to sacrifice your Spectre’s armor for a higher level of regeneration.
Armor: -/-
Regeneration: 1/1 Die
WHISPER
Type: Reconnaissance Tager
Whispers have senses and speed of which other Tagers only dream. Simply put, they see everything – even through walls – and they move twice as fast as other Tagers. As if that wasn’t enough, they have a set of foldable wings (a strange fusion of bat and insect) upon which they flit about even faster, using a second set of small arms to carry things as they fly.
A Whisper’s weapons are designed for harry and retreat. The whips that extend from its forearms can be used to entangle, disarm, or drag an opponent from the air. Gossamer Bombs, plasmic balls that drop out its chest, burst with a blinding flash of light, stunning and blinding those for thirty feet around. Combined with its speed, a Whisper can create an effective distraction. Moreover, its Razor Wing limit weapon is a perfect exit strategy, carving its way through any obstacles for a speedy getaway.
The Whisper is a delicate but feisty symbiont. Those who are bound with one develop great patience and a cool temper, along with a dogged determination and an amazing eye for detail. They are often voyeurs.
Size: Medium (6 to 7 ft. tall)
Attribute Modifications:
Agility +1/+4
Perception +2/+4
Strength -/+1
Tenacity -/+2
Weapons:
Whips (+1) – These whips most often extend from the forearms of the Tager and can be used to entangle opponents.
Gossamer Bombs (Blinding) – These radiant balls are dropped from the air. Wherever they land, they burst in a blinding light and everything with 15-foot radius must succeed at a Challenging Tenacity Feat Test or lose its next two Actions, which can reduce a character’s Actions to zero for the turn. Only one gossamer bomb can be fired each turn, but each Whisper has an unlimited supply.
Limit Weapon:
Razor Wing (+4) – The Tager’s speed and armor doubles for the turn of this flying charge attack. This attack still requires the use of the Fighting skill and can be used to attack as many targets as are in a reasonably straight line, up to the Tager’s maximum movement for that turn. This uses all Actions and can be the Tager’s only Action that turn.
Armor: 1/1
Regeneration: 1/1
Fear Factor: 12
Senses: Broadband Audio, Long Range, Nightvision, Scan, Sonar, Thermal, X-ray
Movement & Speed: Climbing (Triple), Flight (Triple), Jumping (Double), Land (Double)
WHISPER VARIATIONS
Attributes
If you desire a hardier Whisper, you may choose the following Attribute Modifications instead of the standard:
Agility +1/+3
Perception +2/+4
Strength -/+2
Tenacity -/+2
Weapons
You may choose:
• one close quarters weapon with one ranged weapon
• two ranged weapons
• three close quarters weapons
Close Quarters Weapons
You may choose close quarters weapons from the following list:
Claws (+2) – The Whisper’s claws become deadly weapons.
Fly-by (+2) – The Whisper can rake an opponent as he flies by. The Whisper must be moving (up to his full movement) and airborne to use this attack, which takes two Actions.
Whips (+1) – These whips most often extend from the forearms of the Tager and can be used to entangle opponents.
Ranged Weapons
You may choose ranged weapons from the following list:
Gossamer Bombs (Blinding) – These radiant balls are dropped from the air. Wherever they land, they burst in a blinding light and everything with a 15-foot radius must succeed at a Challenging Tenacity Feat Test or lose its next two Actions, which can reduce a Character’s Actions to zero for the turn. Only one gossamer bomb can be fired each turn, but each Whisper has an unlimited supply.
Boom Shocks (Deafening) – These shimmering balls are dropped from the air. Wherever they land, they burst in a deafening explosion and everything with a 15-foot radius must succeed at a Challenging Tenacity Feat Test or lose its next two Actions, which can reduce
a Character’s Actions to zero for the turn. Only one boom shock can be fired each turn, but each Whisper has an unlimited supply.
Protection
Instead of the usual level of armor and regeneration, you may choose to sacrifice all of your Whisper’s armor for a high level of regeneration.
Armor: -/-
Regeneration: 1/1 die
ECHO
Type: Amphibious Combat Tager
The Echo is the only truly amphibious Tager that has manifested so far. Whatever the alien symbiont is, it manifests as an otherworldly sea predator, combining what can only be described as eel- and shark-like traits with a humanoid. They are deadly fast underwater, growing a serpentine tail to help propel them.
Though fully capable of handling itself on land, the Echo is most dangerous under the waves. It discharges mystical energy that travels effortlessly through the water, burning foes with a green electricity. The only Tager to truly have what can be called a mouth, the Echo sports a vicious maw with rows of terrible serrated teeth. Its body and extending jaws are design to snap and savage with this mouth, putting even the most feared of sharks to shame. When retreat is necessary, the Echo sprays out a cloud of black oily ink that’s dark as night. However, it’s when the Tager smells fresh blood that death is in the post. An Echo can smell blood at less than one part-per-million in either air or water. The blood brings out the primal predator in the Tager and it Frenzies. Moving with lightning speed, it tears up anything that has the misfortune of being in its way.
Echoes are aggressive and primal symbionts. Those who are bound with one find themselves drawn to deep water, that they are heavily influenced by scents, and develop both an ecstatic love of instinct and an obsession for chewing on hard or tough foods. Many enjoy jawbreakers and find they can crack them with ease.
Special: Amphibious – While all Tagers are mystically sealed and can survive even the massive pressure found in the depths of the ocean, the Echo goes one step further. It has “gills” that allow it to breathe in any kind of liquid that contains oxygen. It also does not suffer Test Penalties for acting underwater. Echoes get the Acute Sense of Smell & Taste Asset for free.
Size: Medium (6 to 7 ft. tall)
Attribute Modifications:
Agility +1/+3
Perception -/+2
Strength +1/+3
Tenacity +1/+3
Weapons:
Fathom Beam – Range 30/75/200 (Amphibious), Damage +2, Shots 3, Infinite Rounds
Bite (+2) – The Tager’s mouth opens wide to bite down on foes and tear out chunks of flesh with its sharp teeth.
Ink Cloud – Range 5 yd. Radius, Damage n/a, Shots 1, 10 Rounds per Day. Obscuring. Each time the Echo uses its Ink Cloud, it completely obscures sight in a five-yard radius around the Tager for one to five minutes (half a die). This ability may only be used underwater; one round regenerates every half hour.
Limit Weapon:
Frenzy (Special) – Once an Echo has smelled fresh blood, it may Frenzy for the next one to ten turns (one die). The Tager’s speed is doubled for the duration and it may take up to three Actions each turn at no Multiple Action Penalty, but each of these Actions must be used to attack (or move into position to attack). The Tager’s Bite damage is increased to +3 for this duration as well. If underwater, the froth the Echo generates during its Frenzy partially obscures sight in a three-yard radius around it. The Tager may come out of its Frenzy at will, but while it Frenzies it must continue to attack.
Armor: 2/2
Regeneration: 1/3
Fear Factor: 12
Senses: Acute Sense of Smell & Taste, Nightvision, Scan, Sonar, Thermal
Movement & Speed: Climbing (Double), Jumping (Double), Land (Normal), Swimming (Nine Times Normal)
ECHO VARIATIONS
Attributes
If you desire a more agile Echo, you may choose the following Attribute Modifications
instead of the standard:
Agility +1/+4
Perception -/+2
Strength +1/+2
Tenacity +1/+3
If you desire a stronger Echo, you may choose the following Attribute Modifications instead of the standard:
Agility +1/+2
Perception -/+2
Strength +1/+5
Tenacity +1/+2
Weapons
You may choose:
• one close quarters weapon with two ranged weapons
• two close quarters weapons with one ranged weapon
• three ranged weapons
• three close quarters weapons
Close Quarters Weapons
You may choose close quarters weapons from the following list:
Bite (+2) – The Tager’s mouth opens wide to bite down on foes and tear out chunks of flesh with its sharp teeth.
Claws (+2) – The Echo’s claws have developed into vicious weapons.
Electrified (+1) – Anything that physically strikes the Echo takes one die of damage, which can be reduced by armor. This also adds one extra die of damage to the Tager’s close quarters attacks.
Ranged Weapons
You may choose ranged weapons from the following list:
Fathom Beam – Range 30/75/200 (Amphibious), Damage +2, Shots 3, Infinite Rounds.
Ink Cloud – Range 5 yard radius, Damage n/a, Shots 1, 10 Rounds per Day. Obscuring. Each time the Echo uses its Ink Cloud, it completely obscures sight in a five-yard radius around the Tager for one to five minutes (half a die). This ability may only be used underwater; one round regenerates every half hour.
Sonic Pulse – Range 10/25/50 in a 90° cone (Amphibious), Damage 0, Shots 1. This pulse also mystically reveals the sonar signature of the affected area to the Tager’s allies, especially enemies.
Protection
Instead of the usual level of armor and regeneration, you may choose to sacrifice
your Echo’s armor for a higher level of regeneration.
Armor: 1/1
Regeneration: 1/1 die
NIGHTMARE
Type: Heavy Weapons Tager
Note: Requires the Tager and Tager: Exceptional Asset Qualities.
Looking down at you with its mass of uneven eyes, the Nightmare bristles like the machine of death that it is. If your feet weren’t frozen in place, you’d run anywhere to get away from it. It has a dozen ways to kill you, but it can’t seem to decide how…
The Nightmare lives its name. Uncommon and enormous, it stands more than a head taller than most other Tagers and strikes commensurately more fear. Despite its bulk, it is just as fast as other Tagers, though it hits much harder. While it’s as heavily armored as the Phantom, what makes a Nightmare more deadly is its accelerated rate of regeneration. It might heal from almost dead to deadly in less than five minutes. Combined with its significant strength, the claws of a Nightmare make it lethal up close. But it is best known for its deadly Shoulder Pods. These Pods ejaculate crimson force balls at targets within a 180° arc of the Tager’s front, punching into them like the rounds of a large machinegun. They track and fire together like the eyes of some horrible beast and together they manifest the terrible Mystic Blast. The Pods condense energy into three triangular floating gravity points, finally firing a trigger blast through the center and releasing all the energy at once. It cuts an eight-foot tall, five-foot wide swathe of destruction in a straight line for 400 yards, happily punching through walls and other solid objects.
The Nightmare is a dangerous and bloodthirsty symbiont. Those who are bound with one develop a certain menace and predatory ease, combined with a cold temper and murderous streak.
Size: Medium (8 to 9 ft. tall)
Attribute Modifications:
Agility -/+2
Perception -/+3
Strength +2/+6
Tenacity +2/+4
Weapons:
Talons (+2) – These vicious claws tip the Tager’s fingers.
Shoulder Pods – Range 25/60/170, Damage +3, Shots 1, Infinite Rounds
Tentacle Sheathe (+1) – This tentacle sheath may be used to entangle foes.
Limit Weapon:
Mystic Blast – Range 30/75/200, Damage +6; this blast is a five-foot wide swathe of eldritch destruction. It damages anything in its path, in a straight line. This attack does Hybrid Damage. This uses all Actions and can be the Tager’s only Action that turn.
Armor: 2/2
Regeneration: 1/1 die
Fear Factor: 16
Senses: Nightvision, Scan
Movement & Speed: Climbing (Double), Jumping (Double), Land (Normal)
NIGHTMARE VARIATIONS
Attributes
If you desire an even stronger Nightmare, you may choose the following Attribute Modifications instead of the standard:
Agility -/+2
Perception -/+2
Strength +2/+8
Tenacity +2/+3
If you desire a more agile Nightmare, you may choose the following Attribute Modifications instead of the standard:
Agility -/+4
Perception -/+2
Strength +2/+5
Tenacity +2/+4
Weapons
You may choose:
• two close quarters weapons with one ranged weapon
• two ranged weapons
• four close quarters weapons
Close Quarters Weapons
You may choose close quarters weapons from the following list:
Talons (+2) – These vicious claws tip the Tager’s fingers.
Tentacle Sheathe (+1) – This tentacle sheathe may be used to entangle foes.
Rend (+4) – The Nightmare may use both its sets of talons to tear into a foe. This attack takes two of the Tager’s Actions to perform.
Stomp (+3) – The Nightmare jumps into the air and lands on top of an opponent. In addition to the damage, the foe must succeed at a Challenging Strength Feat Test or be knocked to the ground.
Ranged Weapons
You may choose ranged weapons from the following list:
Shoulder Pods – Range 25/60/170, Damage +3, Shots 1, Infinite Rounds.
Depthless Strike – Range 10/30/60, Damage +3, Shots 1, Infinite Rounds. This attack must trace a path along a physical plane, like walls or the ground. It is capable of ignoring cover and can also shoot around corners.
Protection
Instead of the usual level of armor and regeneration, you may choose to sacrifice your Nightmare’s high level of regeneration for more armor.
Armor: 3/3
Regeneration: 1/3
VAMPIRE
Type: Aerial Heavy Combat Tager
Note: Requires the Tager and Tager: Exceptional Asset Qualities.
Somewhere overhead, you hear it. Something pounds at the air. A hideous black thing slides across the stars. Giant membranous wings carry it through the air, beating like those of some mythical fiend. There’s something about it that lets you know it’s only toying with you…
The Vampire is in many ways the aerial counterpart to the Nightmare. Like its land-bound brethren, it stands more than a head taller than most other Tagers and is likewise more frightening. It also regenerates at an absurd rate, healing from death’s door to your doorstep in only a few minutes. And just plain overall, its physical gifts are better than most other Tagers. But unlike the Nightmare, massive bat-like wings sprout from the Vampire’s back. Nearly thirty feet from tip to tip, these wings are capable of carrying it high through the sky. They are death from above.
Everything about a Vampire screams pain. Its Exsanguinating Touch literally causes blood to boil, bursting out of the body of its victim. Those who have been tortured by Vampires typically bear terrible scarring from ruined capillaries and veins rupturing through their skin. The size of pencils but twice as thick, the stingers they fire are covered in inch-long barbs. But their most cruel and terrorizing weapon is the Bloodbath. Dropped from the air, the Bloodbath is a mystical energy bomb that causes internal hemorrhaging to those caught within its blast. Victims cough and vomit blood, while it streams from every orifice or bodily seam – eyes, ears, nose, genitals, anus, and even fingernails. It is a terrible sight to behold.
The Vampire is a sadistic and deadly symbiont. Those who are bound with one develop a need to inflict pain and an unholy thirst for blood combined with the patience of a predator and an arrogance borne of birds of prey.
Size: Medium (8 to 9 ft. tall)
Attribute Modifications:
Agility +1/+4
Perception +1/+4
Strength +1/+3
Tenacity +1/+4
Weapons:
Exsanguinating Touch (+2) – The Vampire’s touch causes blood to boil. These mystical energies also cause decay (and therefore damage) in inanimate objects.
Barbs – Range 25/50/150, Damage +3, Shots 1, Infinite Rounds
Limit Weapon:
Bloodbath (+6) – This cancerous crimson force bomb is dropped from the air. It bursts where it lands, throwing needle-like shards twenty feet in all directions. Living things caught within internally hemorrhage – they bleed from their noses, eyes, and ears and cough up blood. In addition to the damage, anything still alive suffers double the normal Test Penalties from their wounds for the turn they are hit and the next. This attack does not damage non-living things, but it does bypass non-mystical armor (including powered armor or mecha) and does Hybrid Damage to living things (including Outsiders and other Tagers). This uses all Actions and can be the Tager’s only Action that turn.
Armor: 2/2
Regeneration: 1/1 Die
Fear Factor: 16
Senses: Broadband Audio, Nightvision, Scan. Thermal
Movement & Speed: Climbing (Double), Flight (Double), Jumping (Double), Land (Normal)
VAMPIRE VARIATIONS
Attributes
If you desire a more agile Vampire, you may choose the following Attribute Modifications instead of the standard:
Agility +1/+5
Perception +1/+3
Strength +1/+3
Tenacity +1/+4
Or, if you desire a stronger Vampire, you may choose the following Attribute Modifications instead of the standard:
Agility +1/+4
Perception +1/+3
Strength +1/+5
Tenacity +1/+3
Weapons
You may choose:
• one close quarters weapon with one ranged weapon
• two ranged weapons
• three close quarters weapons
Close Quarters Weapons
You may choose close quarters weapons from the following list:
Darkness (n/a) – The darkness in the Vampire is made manifest for a moment. It creates a three yard radius of completely obscuring darkness that lasts for only one turn. The Vampire can only do this 10 times a day normally – rounds regenerate one per hour.
Domination (n/a) – The predator inside a Vampire can manifest in a more physical way, mystically dominating enemies. If the Vampire succeeds at a Tenacity Feat Contest versus an enemy’s Tenacity Feat, his foe loses 2 Actions (which may reduce his Actions to zero for a turn or two).
Exsanguinating Touch (+2) – The Vampire’s touch causes blood to boil. These mystical energies also cause decay (and therefore damage) in inanimate objects.
Ranged Weapons
You may choose ranged weapons from the following list:
Barbs – Range 25/50/150, Damage +3, Shots 1, Infinite Rounds.
Sonic Static – 5 yard burst, Damage +1, Shots 1, Infinite Rounds. The Vampire uses its sonar to produce static that both harms and confounds opponents. Those who take at least one Vitality point of damage lose their next 2 Actions (which may reduce his Actions to zero for a turn or two).
Protection
Instead of the usual level of armor and regeneration, you may choose to sacrifice your Vampire’s high level of regeneration for more armor.
Armor: 3/3
Regeneration: 1/3
WIDOW
Type: Rare Combat Tager
Note: Requires the Tager and Tager: Rare Assets.
Black, shiny, terrifying. These are the most obvious traits of a Widow. One of the rarest of all the Ta’ge symbionts, it is even more difficult than usual for the outside observer to consider that this hideous thing is in fact one of the good guys. Named for its arachnid-like similarities, the Widow is the Tager sent when the Eldritch Society wants to take someone or something alive. However, sometimes the Widow has different ideas…
The Widow mimics its namesake in many ways. It spins webs to capture even the strongest of prey. It can grow four extra legs at will, skittering along and over surfaces at accelerated speeds. Five-inch long fangs drip a disorienting poison, putting its enemies off-balance. And when it gets the urge, it can put all its advantages to work, cocooning a victim and holding him fast. The Widow can then play with him at its leisure – or it can reduce his insides to jelly with just one bite.
Widows are scary and monstrous symbionts. Those who are bound with one often develop an affection for dark and concealing places, a patient nature with the cold-blooded distance of a spider, and a perverse pleasure in the grotesque.
Special: Spinnerets – A Widow naturally generates an infinite supply of thin sticky webbing. It is incredibly strong, capable of supporting up to a half a ton on a single strand. Rumors claim that Widows can support up to five tons with enough time, effort, and webbing. In addition to being quite sticky, these webs are also caustic. The organic fluids inside the spinnerets make them so, but this substance lasts only for a few seconds before rendered inert – they quickly become nothing but webs. The Widow can fire the webs on the fly or create webs to entangle the unwary. When using the webs for entangling Contests, the Widow uses the strength of the webbing over its own. Treat the webs as if they had a Strength of 10 with five dice to roll for its Strength Feat Test. Webs naturally last for a few days before decaying. A Widow does not stick to its own webs or the webs of other Widows.
Special: Poisonous – The fangs of a Widow can introduce a disorienting toxin into the body of a victim. This poison requires that a bite do at least one point of Vitality damage to be administered. Anyone affected by the poison must succeed at a Hard Tenacity Feat Test to resist. If this Test is failed, the victim suffers a –3 Test Penalty to all Actions for one to ten minutes (roll one die). Only one Test needs to be made per turn affected by the Widow’s poison and the disorienting affect is not cumulative. A target may again be affected on the turn following his recovery from the last dose.
Special: Extra Legs – The Widow can sprout an additional set of legs at will, as a free action. This doubles its climbing speed and triples its land speed.
Size: Medium (6 to 7 ft. tall)
Attribute Modifications:
Agility +2/+4
Perception +1/+3
Strength -/+2
Tenacity +1/+2
Weapons:
Spinnerets – Range 10/25/50, Damage +1, Shots 2, Infinite Rounds, Entangling. These webs only do damage on the turn they are fired and do no further damage if used to entangle.
Fangs (+2) – These piercing fangs grow out of the Widow’s face.
Limit Weapon:
Cocoon (+6 or 2) – The Widow bursts into a flurry, leaping back and forth and spinning a victim into a shell of webbing. The Tager can choose to use this attack to simply incapacitate or can choose to inject an organic acid that begins to liquefy the victim’s insides. If the Widow chooses to incapacitate, the victim still takes two dice of damage (no extra for success), as the webs are caustic, and is trapped for one to ten minutes (roll one die). Creatures with Strengths over ten will free themselves faster – subtract one minute for each point of Strength over ten, with a minimum of one minute. If the Widow chooses to prey, its victim suffers the trapping effects of the cocoon, but instead deals six dice plus those for success. This attack uses the normal range for the Widow’s spinnerets. This uses all Actions and can be the Tager’s only Action that turn.
Armor: 2/2
Regeneration: ⅓
Fear Factor: 16
Senses: Acute Sense Smell & Taste, Broadband Audio, Nightvision, Scan, Thermal
Movement & Speed: Climbing (Double or Triple), Jumping (Triple), Land (Normal or Triple)
WIDOW VARIATIONS
Attributes
If you desire a more agile Widow, you may choose the following Attribute Modifications instead of the standard:
Agility +2/+6
Perception +1/+2
Strength -/+2
Tenacity +1/+1
Or, if you desire a stronger Widow, you may choose the following Attribute Modifications instead of the standard:
Agility +2/+3
Perception +1/+2
Strength -/+5
Tenacity +1/+1
Weapons
You may choose:
• one close quarters weapons with one ranged weapon
• three close quarters weapons
Close Quarters Weapons
You may choose close quarters weapons from the following list:
Deadly Strike (+4) – The Widow knows how to deliver deadly strikes when concealed in shadows. This attack may only be performed from surprise.
Fangs (+2) – These piercing fangs grow out of the Widow’s face. This close quarters attack is mandatory for all Widows.
Web Shield (n/a) – The Widow uses its web-spinning abilities to create a dense shield that can last for a turn. This adds +1 die to the Tager’s defense.
Ranged Weapons
You may choose ranged weapons from the following list:
Leaping Strike (+3) – The Tager leaps up to its maximum jumping distance to attack an enemy. This requires two Actions.
Spinnerets – Range 10/25/50, Damage +1, Shots 2, Infinite Rounds, Entangling. These webs only do damage on the turn they are fired and do no further damage if used to entangle.
Protection
Instead of the usual level of armor and regeneration, you may choose to sacrifice your Widow’s armor for a higher level of regeneration.
Armor: 1/1
Regeneration: 1/1 Die
Efreet
Type: Rare Combat Tager
Note: Requires the Tager, Tager: Exceptional, and Tager: Rare Assets, as well as a Presence of 7 or more.
It burns. Char marks follow it wherever it goes. Cracks in its skin reveal glowing embers of pure otherworldly fire. Waves of visual distortion float off of it from the intense heat. Little can stop its onslaught of unadulterated force and flame. It is a being whose name is derived from (or possibly the inspiration for) the infernal Ifrits from middle-eastern mythology. Those that find themselves the target for the righteous fury of an Efreet have but one choice – to pray.
One of the rarest and most powerful Tagers known to the Eldritch Society, the Efreet is a powerhouse of searing pain. Its skin is so hot that anything touching it is scarred. Its mace-like fists beat down walls and it can shoot flame from its mouth like a dragon breathes fire. However, it is the thing’s limit attack that is most feared, as it calls down a mystical meteor strike that smashes and burns anything within a 400 square foot area.
The Efreet is a proud and righteous symbiont. Those who are bound with one begin to feel unstoppable and, while they recognize and appreciate the assets of those around them, they believe themselves to be one step above. They also develop a burning hatred for the forces of the Old Ones and Nyarlathotep and find their moral conviction becoming as pure as fire.
Special: Firestarter – The skin of an Efreet burns with heat and the seams in its “skin” and joints glow with fire. While it can consciously dampen these effects, the Efreet still leaves char marks anywhere it walks or on anything it touches that is not resistant to heat and flame. It lights things on fire with a mere touch, if its firestarting abilities are left at full effect. Anything that physically strikes an Efreet takes one die of damage, which can be reduced by armor. However, its radiance makes it difficult to conceal – Efreets suffer a –6 Penalty to Stealth Tests in their shifted form. These effects are not dampened by water – in fact, the boiling water around it creates a three-yard radius cloud of partially obscuring bubbles. The Efreet is immune to any kind of fire, including plasma blasts.
Size: Medium (8 to 9 ft. tall)
Attribute Modifications:
Agility -/+2
Perception -/+1
Strength +3/+9
Tenacity +2/+4
Weapons:
Dragonbreath – Range 10/25/50, Damage +4, Shots 1, Infinite Rounds. This attack ignites combustible materials.
Spiked Fists (+2) – The hot and mace-like fists of an Efreet sear anything.
Demonic Uppercut (+4) – The Efreet may only use this attack every other turn. This attack uses two of the Tager’s Actions that turn, with the accompanying Multiple Action Penalties.
Limit Weapon:
Meteor Strike – Range 30/60/100, Damage +6; this attack calls down a mystical shower of super-heated rocks, attacking all things in a 400 square foot area. Generate only one attack roll for the Combat Contest, against which all potential targets must defend. This attack does Hybrid Damage. This uses all Actions and can be the Tager’s only Action that turn.
Armor: 2/2
Regeneration: 1/1 Die
Fear Factor: 16
Senses: Nightvision, Scan, Thermal
Movement & Speed: Climbing (Double), Jumping (Quadruple), Land (Normal)
EFREET VARIATIONS
Attributes
If you desire a more tenacious Efreet, you may choose the following Attribute Modifications instead of the standard:
Agility -/+2
Perception -/+1
Strength +3/+7
Tenacity +2/+6
Weapons
You may choose:
• two close quarters weapons with one ranged weapon
• two ranged weapons with one close quarters weapon
• two ranged weapons
• four close quarters weapons
Close Quarters Weapons
You may choose close quarters weapons from the following list:
Spiked Fists (+2) – The hot and mace-like fists of an Efreet sear anything.
Demonic Uppercut (+4) – The Efreet may only use this attack every other turn. This attack uses two of the Tager’s Actions that turn, with the accompanying Multiple Action Penalties.
Searing Filaments (+1) – This flaming whip may also be used to entangle.
Soul Stare – The Efreet can fixate a nearby enemy with its righteous stare. If the Efreet succeeds at a Tenacity Feat Contest versus an enemy’s Tenacity Feat, his foe loses 2 Actions (which may reduce his Actions to zero for a turn or two).
Ranged Weapons
You may choose ranged weapons from the following list:
Dragonbreath – Range 10/25/50, Damage +4, Shots 1, Infinite Rounds. This attack ignites combustible materials.
Fireburst – 3 yard burst, Damage +3, Shots 1, Infinite Rounds. This attack bursts out from the Efreet, damaging all in close proximity. It also ignites combustible materials.
Protection
Instead of the usual level of armor and regeneration, you may choose to sacrifice your Efreet’s high level of regeneration for more armor.
Armor: 3/3
Regeneration: 1/3
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