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Life is constant adaptation

This directive fully manages the forces of the Phlegethon and allows it to manipulate organic matter to provide evolutionary adaptability and healing.

Directive

CLAUSES

Any Clause activates Temporary Specialty: Biology

 

Image by Jay Castor

Healing
Clause

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Adds #Healer

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With an intelligence or dexterity dice roll or one focused on biology or medicine.

You can see the organic Conditions, diseases, and level of health of a living being.

You can then heal those Health points = difference of the roll

or cure 1 of those Conditions.

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Will:1

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Difficulty level: Normal

Crisol
Regulation

Create a healing object anyone can use by wasting 1 Will with the effects of the active Regulations.

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+1 Will

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+1 Dif. Level

Massive
Regulation

 

You heal all allies in the medium range from the main target or cure theirl Conditions.

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+1 Will

+1 Dif. Level

Complete Regulation

Fully heal a target or cure all Conditions.

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+1 Will

+1 Dif. Level

Restore
Regulation

Add this regulation to the Clause roll and you'll eliminate Fallen Condition or bring a target to life if it has been dead in less than one scene. Aside from that, the target will heal as many health points as the dice roll indicates.

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+1 Will

+2 Dif. Level

Image by Raimond Klavins

Galeny
Clause

Adds #Chemist

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With an intelligence, dexterity sice roll or one focused on biology or medicine you create a negative biological Condition through instant formulas to a target for 1 round.

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Choose one:

Poison (Poisoned: 2 damage per turn) 

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Acid: (Burned: 2 damage per movement)

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Disease (Weakness: Only 1 die to defense dice roll)

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Clorophorm (Asleep: Can't do anything, damage causes it to awaken)

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Will: 1

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Difficulty Level: Normal

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Spread regulation

Any character at will in close range from the main target when it gets affected will also suffer the Condition.

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+1 Will

+1 Dif. Level

Permanent
Regulation

All Conditions applied are permanent for one scene.

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+1 Will

Pandemy 
Regulation

 

You will generate a pandemic burst.

This burst eliminates the conditions on the enemies but they will have to make a roll with many 1d10 as each Condition suffered. The added result is the damage they receive.

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+1 Will

+1 Dif. Level

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Inocculation
Regulation

 

You can trespass any non-mental and non-spiritual conditions (no matter which ones) you or your teammates suffer to the enemies.

You must be close range to the teammates and enemies, though.

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+1 Will

+1 Dif. Level

Image by National Cancer Institute

Adaptation 
Clause

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Adds #Survivalist

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With a resistance, surviving, fortitude dice roll you will change your body to adapt to hazards.

The basic clause allows you this mutation:

 Thermal regulation

to resist any kind of temperature and the damage derived from it.

(Immune to Frozen and Burned)

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Will:2

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Difficulty Level: Normal

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Lung
Regulation

Substitutes the main Clause mutation.

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You can philter oxygen from almost everything

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Immune to choking, Intoxicated, Poisoned (if inhaled) and you can breathe underwater.

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+1 Dif. Level

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Ductility 
Regulation

Substitutes the main Clause mutation.

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You become half rubber. Being immune to Shock, projectiles, and melee attacks (except blades) and their damage.

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You will also be able to touch or attack people in Medium-Range 

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You'll be very weak to Burn or Frozen, though.

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+2 Dif. Level

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Stone
Regulation

Substitutes the main Clause mutation.

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Your skin will become ultra hard.

You'll be immune to blades and ranged attacks and fallings.

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You can protect your teammates by being a human barricade.

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+2 Dif. Level

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Liquid
Regulation

Substitutes the main Clause mutation.

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You'll become semi-liquid as mercury.

You'll be able to go through tiny spaces and be immune to any physical attack and poisons.

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But you are very weak to Shocked, Burned, and Frozen, 

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+2 Dif. Level

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