What happens if you neural parasite a medevac




















Blue infestor cannot parasite blue infestor. TwiIightSparkle posted More topics from this board I absolutely must know this How do you start a new campaign fresh?

Plot 3 Answers how i play AI mode? Tech Support 1 Answer No skirmish mode? Tech Support 6 Answers. Ask A Question. Browse More Questions. Can they heal Zerg units or Protoss units aside from themselves? Terran Medivacs can heal any allied biological units.

The restrictions to Medivac's Heal ability are:. Collosi, Carriers, Stalkers etc. Protoss structures are not mechanical :.

Yes, Terran Medivacs can heal all types of biological units. This includes all Zerg Units and Zealots from the Protoss army. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. Ask Question. Asked 9 years, 3 months ago. Active 6 years, 7 months ago. Viewed 2k times. In addition, it's possible to Neural Parasite an enemy Ghost , and cast EMP on the enemy's other Ghosts or other spell casters [1] , draining their energy.

In the rare case that a Terran player masses Battlecruisers , a Zerg player can quickly change the tide of the game with a few Infestors. Rarely used in ZvZ because the Zerg army focus on quantity rather than quality. At the same time, the unit that is the best target for this spell, the Ultralisk is immune to the effects due to its passive ability Frenzied.

Neural Parasite can be effective to use on enemy infestors since it allows the user to use up the enemy's energy. Also, it can in rare cases turn a game from win to loss if it is used on an enemy Baneling in the middle of a Zergling army, as this will instantly kill all zerglings Fungal Growth deals less damage than a baneling and has a radius of 2, while the baneling attack has a radius of 2,2.

General Recent changes Pending changes Random page. Betting Preferences. What links here. Related changes. Upload file. Reaction bonus: readers and listen- within 10 yards. To return to your native form and awaken, ers of your work, literati. While entranced, your Alternate Form is a Telekinesis real, physical entity; if either form is wounded or killed, the same happens to the other!

B92 Skinbound: Only for Alternate Form. You assume your Poltergeists and other haunts sometimes use this ability, Alternate Form by donning the skin of a creature of that as do a great many cinematic demons and witches. Buy either ver- Demons and other spirits who possess and animate sion as a set of gadget limitations, but halve their total inanimate, unpowered shells such as corpses have value, as they apply only in one shape.

The minimum level required to animate uncanny powers. B89 of leaves or pool of swamp scum ; see Object Hit Points Table p. An animated object can grab, lift, strike, and throw Folklore offers lots of different ways to kill the super- with ST equal to the TK level needed to animate it.

It has natural, and almost as many ways to keep them killed. B95 to equals your TK level minus the level needed to animate it. Objects return to their rest state once you relinquish control. B94 True Faith is useless against Things Man Was Not Meant To Know in most cosmic horror campaigns, predicated as such games are on the notion that mankind and his gods are Talent meaningless specks in the void.

Ghouls, vampires, and other undead may exist in such a background — and be equally see p. B89 immune to True Faith. Reaction bonus: devotees of the Unfazeable old and beautiful. Reaction bonus: local peasantry, clients, mood of some horror campaigns — if only because players and acolytes.

Reaction bonus: members of your faith, require at least a 5-point Unusual Background. It is, however, and those sympathetic to it. Reaction bonus: the activated-charcoal bullets, and the Unfazeable vampire is the foolish and weak-minded. Checks see Stress and Derangement, pp.

Otherwise, it works normally. It can are too jaded, ignorant, stupid, or crazy to be scared. He pay the basic FP costs to use advantages, those added by might even require anyone who wishes to possess it to have Costs Fatigue, and expenditures for extra effort.

It can also an appropriate mental disadvantage or substandard IQ, fuel related skills; e. Only associated the disadvantage also neutralizes Unfazeable. In this powers can deplete it. Factors that alter FP recovery generally have no effect already, but the new and alien can still get a rise out of you!

For instance, the Recover Energy spell p. B corpse. Abilities of that spectral rat might still give him the jim-jams. You can get anywhere powers of a given source. Your ER works with just one of within Move yards, provided that nobody is looking and your powers. It closed behind you, in a second. As a special effect, any only recharges via DR with Absorption, Leech, the Steal mundane requirements for getting from A to B replace Energy spell, etc.

This is incompatible with Slow Recharge. Beings embodying alien advantages. Leech is a general case of Vampiric Bite p. B96 that Energy Reserve can be modified to suit all of these horrors and more. You heal 1 HP per ER advantage. This is always tied to a particular power full 3 HP you steal. If he survives, the stolen HP heal like ple. From a given victim, you may drain additional HP per any other injury.

To drain more, find another cow- apiece. For example, to drain 10 HP per second requires ard or scare your victim again! ST theft reduces BL and damage. B ; e. FP, though. Attribute losses affect skills based on those Leech only affects living beings. Drain occurs at the rate of 1 point per level of Leech.

The point cost is identical. Cost depends on what you drain: to fail and break down. Steal FP is off limits for machines. If Special Enhancements you can steal more than one of these, buy Leech several To work at a distance, Leech requires Malediction 1 or 2 times with different enhancements. Roll the Quick neously, add Link. Contest of Will for Malediction every second once per turn, Steal Youth: You permanently age your victim instead of in combat.

Each victory lets you drain 1 HP per level. You stealing HP. Each second of draining ages him by months can only affect one victim at a time. The following enhance- equal to your level. See Age and Aging p. B for long- ments can further tailor Leech to specific monsters: term effects, and note that Unaging subjects are immune.

Your months stolen, if desired. Addictive Bite: Your drain is addictive for the victim! The traditional vampire has also acquires Uncontrollable Appetite Sharp Beak p. B91 is indispensable. These options and the From a given subject, you may steal additional HP per sec- Ranged option discussed above are mutually exclusive. You can take both those with High Pain Threshold halve it. B to steal dreams Missed Obligate Metuovore: You can only feed on fear. Your total Sleep , warmth Freezing , and so on.

You heal your losses to the same hazard. This is incompatible with Heals FP. This Corrupts, pp. The GM may vary this ratio in his campaign. The GM should remain alert for these! Should you injure a living person through eunuch mandarins. B Corrupting can also be applied to a disadvantage that at -3, just as if he had been wounded in a locale with a offers a self-control roll. The default effect is 1 point of Corruption per 5 points of unmodified disadvan- tage value each time the sufferer fails the self-control roll.

For possible to drink human blood. Terminal Condition Addiction Variable see p. B Only allowed on abilities that affect others for at least A large part of running a horror campaign is adding a minute.

Sometimes, though, normal three words, etc. Addiction is a prime example of this. Secret Advantages and Disadvantages The protagonists of horror adventures are often discovered previously.

A person could easily possess encountering the supernatural for the first time. They Magery, Magic Resistance, psionics, or another super- have no idea how it will affect them. One way to simu- natural power — or more prosaically, Animal Empathy — late this is to assign PCs secret advantages p. B33 and without ever realizing it. Previously unknown disad- disadvantages p. Someone ins with character hooks pp. Simply give a vague ber of points — or even give all PCs secret traits! If you seem to be drawing out the p.

Depending on the specifics, such a habit might be an Uncontrollable Appetite p. B rather than an Ghostly Repetition Addiction. But Unluckiness p. B until the omission is remedied. If kept away from vampires for long enough, the addict -1 point: A trivial motivation, or an activity that uses no goes into withdrawal and loses the Addiction, but the appreciable amount of time, or a restriction that almost Uncontrollable Appetite may last a lifetime.

Example: Ring any church bell you see on Sunday. Code of Honor -5 points: One of many motivations, or something that uses up less than half his time, or a restriction that rarely see p.

B crops up 9 or less. His points: His primary motivation, or an activity that successors can surely do no less. Codes of Honor especially uses up at least half his time, or something that comes up suitable for horror campaigns include: regularly 12 or less.

Cabal p. This Obsession p. B that allows no self-control roll. B of the society where possible. Two Delusions — both likely bought and roleplayed as Code of Honor Vampire Society : Vampires in literature Major points — are particularly appropriate and and games often belong to a centuries-old, stultifying aris- amusing in a horror campaign: tocracy that follows a Code such as this. There are ghosts in Compulsive Behavior my attic, gremlins in my car, zombies in my closet, and see p.

B vampires in my cellar. Charlatans, This kind of Delusion is common in psychological and wannabes, incompetent or lazy writers, and foolish conspiratorial horror. Such Delusions have other effects instead. On your turn in combat, Trivial Memory: The mem- during a magical ritual, ory of a single, relatively minor and at any other time incident; e. Weishaupt, or sion , you must attempt a you owned a tin model of the self-control roll p.

B Roswell saucer as a kid in against a value of The Meaningful Memory: The Success lets you act kind of memory that could normally. Failure means affect your life; e. In or you had a brief affair with a combat, you might All- necromancer.

On a critical failure, you must take some action that will Significant Memory: Memories like these deal with major affect the rest of the encounter; e. In practice, it might resemble a which all base things fear. Apeirophobes flee pure in heart. B to Dread attempts to use related skills. B merely fear obviously crazy people but constantly obsesses Some vampires, lycanthropes, and other monsters suf- about any signs of approaching insanity in himself.

Prior to fer the effects of their Dread only when they can perceive the s, many people believed in congenital or inherited the threat. In the classic insanity; evidence of insane ancestors triggers a self-control example, Peter Cushing whips out a crucifix from behind roll at -4 in milieus where inherited insanity is scientifically his tweedy lapel, causing the vampire to recoil in anguish.

Some dementophobes routinely test Use the limitation below to model such metaphysics. Roll cally sense the hated object or substance. A threat hidden at -4 if the person is someone you know; being mutilated from your conventional senses e.

Also make a self-control roll Phobia in any situation involving heavy machinery, potentially maiming combat, etc. B Poisoning Toxicophobia : One of the most common Here are some more, suitably horrific, things to be fears in Western culture! In some campaigns, might involve religious mania, or desperate panic about vampires or witches may trigger self-control rolls for toxi- global warming, nuclear war, or some other massive cophobes; see Poisoning Phobias p.

Make self-control rolls whenever symp- Rats Murophobia : A vampire who commands rats will toms of the apocalypse appear, and to resist taking dra- likely notice any phobic reaction and send his swarms to matic action to forestall said crisis.

This is an excellent torment his victim. Vampires are very, very cruel that way. Phobia for cosmic horror campaigns — or in any horror -5 points. Coitophobes also react badly in Victorian times and earlier, and still common today in overly sexualized contexts such as dance clubs, strip joints, places with less-than-rigorous embalming and funerary and music video channels.

Your imagination will ensure that things reminiscent Ghosts Spectrophobia : This fear kicks in not only of what you fear regularly provoke phobic reactions. B military, police, and courts. You have no claim to prop- Hunger Limouphobia : Specifically, fear of starving to erty; your heirs can take possession of your worldly goods.

Make a self-control roll whenever it looks like the You can likely be murdered or re-murdered with no legal food might run out, at -1 per FP lost due to missed meals penalty!

When dealing with the living, you suffer -4 to p. Thus, ommendations from the players. The most diabolical Collier adds the Miserliness disadvantage. This calls for another Fright Check, and human mind is capable of some extremely convoluted Collier fails again.

This time, because the smell of rot- reasoning to avoid unpleasant realizations. Example: Lt. He hears muffled would be too easy! Another player suggests saddling screams around the corner, and runs to investigate. Collier becomes the only Failing his Fright Check badly, Collier acquires a mild detective on the force to take three showers a day.

Supernatural Features No Pulse: You have no detectable pulse or heartbeat — whether because you no longer circulate blood most see p. Cannot Close Eyes: You cannot close your eyes; perhaps Rugose Skin: Your skin feels or appears rough, pitted, or you lack eyelids. You can conceal this with sunglasses or artificial when touched or examined closely — a common veils.

It causes no ill effects like dry eyes, sleeplessness, or feature of legendary MIBs, androids, pod creatures, and increased vulnerability to blinding attacks unless you pur- other disguised monsters. While most common among ghosts, this trait might his finger, mouth, or talon. Long Tongue: You have a very long tongue, likely unpleas- ant- or monstrous-looking. Wendigo merely have extraordi- narily long tongues; serpent-folk might have forked tongues. Malformed Feet: Your feet are freakish or inhuman.

In Panic Attacks Near Eastern legend, demons and ghouls often have the feet of asses or fowl. In most societies, you can conceal this Variable trait with shoes, boots, or a long gown; in habitually bare- You suffer from panic attacks, most likely as a result of foot ones e. During an attack, you may be as Unnatural Features p. B22 instead. In all cases, you feel sudden, intense fear.

On a 6 or less, you have a panic attack. Features: also counts as a stressful situation, as does a heart attack or Will become a skeleton. Basic Mild: Duration is 2d seconds. You have -4 to all Skinny [-5]; Social Stigma Dead []; Temperature attribute and skill rolls, and -6 to active defenses. Features: Skull has only the beginning of the attack, you lose 3 FP. At the end, the DR 2 total. GM will immediately roll again to see if it triggers another attack!

B, some Haunt: A spirit that can neither materialize nor become new trait combinations come in handy when creating visible, but that can affect the material world.

Start with horrific races or characters. It can only affect this reality when reanimated by some means, usually supernatural. Features: Sterile. Some intact become visible effortlessly. It has no trouble switching between these states. This encompasses aspects A few skills require additional elaboration in a Horror of other specialties: the occult artifacts trade, which starlet game.

B Area Knowledge for such a realm usually resembles that for In technologically oriented campaigns with extensive a large nation; seers and savants know its boundaries and or likely supernatural contact, a new specialty may prove principal entry or nexus points, its conditions and customs, useful: and the names of its major rulers and powerful entities. As with mundane Area Knowledge, such information might Parapsychology: Technology such as ghost sensors, overlap with other skills; e.

In backgrounds where ghosts are psychic phe- ism-3 instead of to Geography Regional Operating most Kirlian devices requires Photography Spirit. The GM may permit a new Armoury specialty see p. B in such a campaign: Some horror campaigns can get by with a broad use of Esoteric: This covers general expertise with holy Occultism, while others work best with specialized Expert weapons, silversmithing, wooden stakes, teargas canisters Skills.

The GM should may exist alongside it and only be available to the beings still enforce familiarity penalties p. B for specific eso- these skills cover and to their confidantes. If Expert Skills teric weapons; e. Needless to say, this a wildly cinematic would incorporate Hidden Lore Demon Lore.

Cryptozoology: The study of cryptids: natural creatures denied by science. Demonology: The study of demons and Hell. Can function see p. B as Anthropology, Archaeology, History, Literature, Occult- In many horror settings, there are enough people on the ism, or Theology — and possibly as Hidden Lore Demon fringes of the mundane world to constitute a community of Lore — for this purpose.

Can also be used as Thaumatology their own: vampires and vampire-hunters, monsters and to determine if a given spell is demonic in origin or nature.

Current Affairs specialty:. Can func- specialize in either mundane or spirit photography. Pho- tion as Anthropology, History, Literature, or Occultism — and tography Spirit covers photographing spirits, paranor- possibly as Hidden Lore Spirit Lore — for this purpose.

Depending on the nature of spirits in the setting, it may also Depending on the campaign, it might also encompass overlap Biology, Physics, Psychology, or Theology. The Men In Black who deal with the aliens have Examining a spirit photograph can provide the same Expert Skill Xenology ; this is the skill for the frustrated information that Detect All supernatural phenomena or investigators whom the Men In Black thwart. B48 or the Aura spell p.

B grants — although Vampirology: The study of vampires. Can function as the GM may require a successful roll against Occultism or a Diagnosis, Forensics, History, Literature, Occultism, Physi- similar skill to interpret the data. B lums, doctors must specialize in either general or psychi- If vampire blood can be stored and transported like any atric medicine. Physician Psychiatric covers biomedical other infectious blood sample, then doing so falls under Haz- treatment of mental health problems, including shock ther- ardous Materials Biological.

But the alien bolides and apy, drugs, and whatever else is appropriate in the setting. Physician Psychiatric defaults to Psy- dling! If the authorities have developed suitable protocols for chology Clinical at B might require an Unusual Background. The GM may opt to add a third specialty, Psychology Clinical , for psychotherapists, counselors, and other men- tal health professionals. In addition to predicting the Occultism behavior of the mentally ill, this skill covers the diagnosis see p.

B and understanding of mental illness. In cinematic cam- This skill is central to horror campaigns in which bold paigns, it may also allow treatment! Even in realistic investigators match wits with the supernatural and the games, it might help treat mental health conditions that uncanny — that is, the occult. The GM views, and prognosis; for drugs and other biomedical treat- may apply penalties as severe as -5 for obscure legends or ments, use Physician Psychiatric. Psychology Clinical smell of laburnum.

The lat- ter can come from pop culture, or be because every- body knows vampires are real! IQ might default to certain Hobby Skills p. Occult, this optional wildcard skill p.

B for a looser fit, like SF , especially for famous mon- replaces Occultism, all specialties of Fortune-Telling and sters such as vampires and zombies.

Of course, this Hidden Lore, and all of the Expert Skills on pp. B along with the creepier sort of Religious Ritual. In technologically oriented horror campaigns, investigators with the Photography skill must. In fair- ness, two monstrous combat techniques also appear here. The fifth tech- Hard nique below, while nonviolent, is perhaps the most powerful.

Default: prerequisite skill Prerequisite: Judo, Sumo Wrestling, or Wrestling; cannot exceed prerequisite skill. Beheading Blow Hard Mummies, disembodied hands spectral and corporeal , Default: prerequisite skill It lets would- Prerequisite: Any Melee Weapon skill capable of swung be throttlers buy off the penalty to grapple the neck in order cutting attacks; cannot exceed prerequisite skill This technique lets slayers buy off the -5 to hit the neck when swinging an edged weapon.

Default: IQ Many precogs subconsciously rely on fortune-telling Oh, that would be impedimenta e. Taking the fun gift. Other Fortune-Telling specialties have their own ver- beheading.

Each power begins with a description and pos- sible manifestations in a horror campaign. B89 improves a set of skills. The final element is a selec- Hard tion of power modifiers that suit the power in horror, which Default: Brawling Each use of an active ability This is a common technique for vampires who find costs 1 FP extra. Specially targeted drugs, pathogens, muta- themselves in repeated combat or consider themselves to tions, etc. Werewolves use it just for fun and some Chi: The possessor channels his life force — or taps global like to follow it up with Neck Snap, p.

It requires daily medi- tation and mudras to maintain; the user must take and live up to Disciplines of Faith or a Vow worth points. Stake to the Heart Cosmic: The power emanates from the fundamental Hard forces of the universe, and cannot be cut off or neutral- Default: prerequisite skill Divine: The power is the gift of a god or gods. While it cannot be cut off, the user must keep divine favor. This This technique is most often used with wooden stakes of demands dedication in the form of a point disadvantage varying lengths, including improvised stakes such as chair such as Disciplines of Faith, Vow, Honesty 12 , Berserk 12 , legs and pool cues.

It lets slayers buy off the penalty to Intolerance, or for evil gods Bloodlust It defaults. Almost all mitigated by Mana Damper, Magic Resistance, etc. Moral: The power flows from the fundamental values of Power Modifier: Disease. The advantage belongs to the the universe. It transcends mere divinity, or in the case of Disease power. Evil, Law vs. Chaos, etc.



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