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It also allows you to throw a "ball", by ionizing the air in a sphere, electrifying it, and shooting the ball. That ball will send out weak tendrils of lightning out of itself in a 2 block radius, stunning/ emping anything. No damage, unless it dirrectly hits you. In which case, more damage than the normal strike. Uses more Aurum
1. Psychic Boon; The pawn, on birth, is given a Psylink, and a level is Psycasting. Meditating at a Anima Tree will increase the Anima tree's Anima grass growth. The pawn counts as having an extra 10% psychic sensitivity when casting.
2. Dryad Boon; When connected to a Gauranlen Tree, and the tree is above 50% pruning, the pawn gains a 20% increase to movement, manipulation and sight. The connected Gauranlen tree will not produce a third dryad. If the connected tree is at 70% or above, the selected pawn looses the need to eat or sleep.
3. Photosynthetic pigments; a strain of Chloroplasts exist within this pawns hair and/or skin. When the pawn is in a place with 51% or more sunlight, they slowly gain more food. The gain is slow, and scales with sunlight, The pawn reaches an equilibrium against food loss at 90% lighting. This gives the hair a bushy texture.
4. BarkSkin; Carriers have a rough, dry skin that is a 10% resist to all damage types, with the exception of fire, with all fire damage being multiplied by four. This also gives the skin a rough wood-like texture.
5. ProToxic; The body of the pawn views no wrong within the pollutants around them, until its to late. They are vulnerable to toxic gas, pollution, toxic fallout and direct attacks with venomous weapons. Surprisingly, Rotstink exposure does not give Lungrot onto those with this genome, and they often gain a random illness instead.
6. Jawless; -5% social opinion by other pawns without this genome. "Its so weird, [PAWN NAME] speaks, but they lack a voice." The pawn suffers a -50% consumption speed. If the pawn has Jawless and Photosynthetic pigments, They reach a nutrient equalibrium at 80%, otherwise, your pawn may starve.
7. Seedlaying; Instead of giving birth, the pawn produces a seed. The seed, once planted will grow into a new child pawn of around the age of Seven (or the first growth moment) within two quadrums time.
8. -Archite- Dryad Queen; The pawn is not allowed to link with a Gauranlen, as the pawn itself is a walking Gauranlen tree. The pawn does not require food or sleep, but must upkeep a "Pruning" need. The pruning need can be done by another pawn, but the pawn itself can prune itself if it has self tend enabled. The pruning process requires plants skill. If the pruning need reaches zero, the pawn suffers from malnutrition. The pawn will passively birth dryads in a similar process to becoming pregnant, but entirely self secular. The player gets to choose what dryad type is produced at the end of each "Pregency" during the birthing process. For each produced dryad, the pawn's pruning need passively goes down by an extra five percent. The dryads will try to stay close to the pawn at all times. The pawn will produce a maximum of six dryads.
9. -Archite- Anima lord; The pawn is Psychicly tuned to such a degree that one can argue that their mind only exists in the Psychic plane. The pawn, by birth, gain two Psylink levels. Every time they should increase in Psylevel, they increase twice. The pawn does not have Psylink level maximum capacity, and it goes up exponentially. The pawn is incapable of going unconscious from Psycasting, and does not gain Neural heat when casting. The pawn also passively gains Psyfocus
Thoughts?
I was going for a Ent and/or Dryad themed Xenotype, and wouldn't mind Criticism, i understand that most of these are probably wildly overpowered, but, they could like, have high costs, or something.
I'm just making a joke (:
poison attacks
high regenerative ability's
weak to fire
Venom Spew
Petrifying Glare (slow enemies down in a cone direction)
Terrifying Screech (demoralizing effect, may confuse enemies)
Tough
Scaleskin
Tox Resistance
Animal Fear (-mood around animals, if attacked by one may go into mental break)
EMP Weakness
Cold Blooded
1) Defense/Attack - This ability works as a transformation in which the Pangolin either collects its scales into a smooth and extremely durable suit with high defense ratings, or ruffles its scales, literally being covered by needle-knives. The first mode offers extra protection against all types of damage, while the second mode returns some of the damage received back to the enemy, as well as imposing passive slashing damage on all nearby enemies.
2) Ball - When incapacitated, the pawn does not just "drop" but is minimized into an armored orb that has huge numbers of protection against any damage, and the orb cannot be seized or moved in any way, except for the "Rescue" action.
3) Claw-Laws - The pawn digs quickly...in the real world, pangolins have large claws to ravage ant hills and dig holes.
2) Coldborn - The pawn's body is in a state of Bose-Einstein condensation, it has both physical and non-physical nature very quickly changing from one state to another, as if constantly "blinking" due to which it is incredibly difficult to cause such "ghost" physical damage (Very high evasion in both melee and ranged combat) and moreover, the pawn can control its shimmer in order to move very quickly turning into a stream of mist. In this state the pawn cannot make contact with its surroundings, but only runs very fast, almost teleporting. In addition, the Bose-Einstein condensate is a very, very cold substance. Just finding a pawn rapidly reduces the ambient temperature to -100 or even -200 degrees, and melee attacks are guaranteed to impose rapidly developing hypertension. Such pawns themselves, of course, do not react to the cold, but they are very afraid of heat.