RPG Adaptation: Animorphs [Cypher System]

Descriptors

 

Andalite(Species Descriptor)

You gain the following characteristics: 

Advanced Race: +2 to your Intellect Pool.

Obligate Thought-Speak: You lack a mouth and the other structures normally needed to speak, but instead you gain the Thought-Speak ability.

Stalk Eyes: You have a second set of eyes that grow out of the top of your head on prehensile stalks. These eyes grant an asset on all perception or initiative tasks where that would be aided 360-degree vision.

Tail Blade: You possess a long whip-like tail that ends in a sharp blade. You are practiced in making unarmed attacks with your tail blade. Unarmed attacks count as light weapons. 

Tauric Build: You have an asset on carrying, climbing, jumping, and smashing tasks that rely on lower body strength.

Inability: All tasks related to carrying, climbing, jumping, smashing, or wrestling other creatures that require the use of upper body strength are hindered.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure:

  1. Your ship crash landed on earth. The other PCs first adventure was rescuing you.
  2. You were covertly sent to investigate signs of Yeerk activity. You bumped into the other PCs while they were doing the same.
  3. You and the other PCs have a shared destiny, born of the contrivances of powers far beyond your comprehension. You have a vague awareness of this, but like the other PCs were still moved into position on the “game board”.
  4. You wanted to give humanity a fighting chance. Through an act of bravery and treason you are the one that granted the other PCs the ability to morph. 

 

Chee (Species Descriptor)

Image by
praxcrown5

You gain the following characteristics:

Eidetic Memory: +4 to your Intellect Pool.

Heavy Gravity Construction: +3 to your Might Pool and your Speed Pool.

Shell: +1 to Armor.

Ageless: You do not age and cannot die from old age.

Hard Coded Pacifism: You are a pacifist, this concept informs your every action and limits those actions as well. You can not take actions that require physical violence against other lifeforms or that are directly intended to cause harm such as wielding weapons in combat, and administering poison. You can however restrain or detain other creatures, even against their will. Though you are careful not to injure them in the process. You can also use force for beneficent reasons such as breaking and resetting poorly healed bones. You are also not obligated to be nice or show kindness, but you are predisposed to doing so. 

Holo Projectors: You gain the Illusory Disguise (107) ability. Additionally, at tier 2 and every tier thereafter, in place of one of the abilities granted by your type, you gain an ability from the Crafts Illusions focus that would be gained at that tier or lower. 

  • Example: a tier 2 Academic chooses two abilities upon reaching that tier. If that Academic is a Chee they instead choose one ability from the list available to their type and gain the Minor Illusion (162) ability.)

Limited Recovery: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool.

Mechanics, Not Medicines: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks. 

Machine Vulnerabilities and Invulnerabilities: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines. 

Technical: You gain the Tech Skills ability (O54/R189). 

Skill: You are specialized in tasks involving Pemalite technology, including repairing or making minor alterations to your own body. 

Skill: You are trained in all tasks related to the care and handling of dogs.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure:

  1. You have known one of other PCs for a long time. When you saw them walking into danger you wanted to do what you could to protect them.
  2. You were taking a new dog home when the other PCs literally ran into you. The dog liked them so you decided to help the other PCs escape capture.  
  3. You and the other PCs have a shared destiny, born of the contrivances of powers far beyond your comprehension. You have a vague awareness of this, but like the other PCs were still moved into position on the “game board”.
  4. You were simply in the right/wrong place at the right time.

 

Estreen(Descriptor)

While the process of morphing is normally horrific to watch, there are some rare individuals that can control the process to such a degree that their transformations are considered beautiful. Among the Andalites some individuals with this talent practice it professionally as an art form. Estreen are also known for being more capable of enduring the rigors of the process of morphing. 

You gain the following characteristics: 

Artistic: +2 to your Intellect Pool.

Skill: You are trained in all tasks related to morphing and demorphing. 

Morph Dancer: You can attempt an intellect task when using the morph ability to to alter the aesthetics of the process to make it more visually appealing. In addition, you reduce the time you take to morph or de-morph by half, to a minimum of 15 seconds(or 1 round if in combat).

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure:

  1. You feel a strong attachment to one or more of the other PCs. You would follow them anywhere.
  2. You know one of the PCs in passing. However, you were with them when adventure found them and you were dragged along. 
  3. You and the other PCs have a shared destiny, born of the contrivances of powers far beyond your comprehension. You have a vague awareness of this, but like the other PCs were still moved into position on the “game board”.
  4. You were simply in the right/wrong place at the right time.

 

Yeerk(Species Descriptor)

You gain the following characteristics: 

Intelligence: +2 to your Intellect Pool.

Amphibious: You are capable of breathing both air and water, can move at normal speed in water, but can only move at one quarter the normal rate on land. This means that a short move is about 12 feet(4 m), and a long move is about 25 feet (7.5 m).

Mute: Your natural form lacks the ability to produce speech. Though you can communicate in a manner similar to speech with other Yeerks via chemical signals and electrical impulses while not melded with a host. This communication has a range of immediate. 

Neural Parasite: As an action you can enter the ear canal, or similar structure, of a helpless or willing living creature. Over the course of one minute you force your way into their brain (this does not harm the creature) and merge your body with that creature’s nervous system. While in the state you can control that creature’s body as if it were your own, and you gain access to its knowledge and abilities. You can also communicate with your host as if by telepathy, but they are not obligated to reply in kind. You can also exit the creature’s brain in a process that takes one minute. If your host creature is capable of morphing, you morph with them and retain control.

Kandrona Dependency: Every three days you must leave your host’s body, enter a Yeerk pool, and absorb Kandrona rays. Failure to do so will result in rapid starvation. 

Inability: Any tasks related to carrying, jumping, or smashing are hindered by four steps. You also lack hands or similar grasping appendages. Any task that involves manual dexterity is hindered and tasks that require the use of hands, such as using a gun, are normally impossible for you. 

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure:

  1. One of the other PCs is your host, but you want them to be free. You gave them the chance to escape, and they invited you to “stay” with them.
  2. You believe what your people are doing must be stopped. You joined the other PCs because they were your best chance at stopping the Yeerk empire.
  3. You and the other PCs have a shared destiny, born of the contrivances of powers far beyond your comprehension. You have a vague awareness of this, but like the other PCs were still moved into position on the “game board”.
  4. You were simply in the right/wrong place at the right time.

Notes:

  • I tweaked the Yeerk to make it more viable as a player race. Such as not limiting the amount of time they can be on land or in liquids other than the fluid of the Yeerk pool.
  • In the case of the Chee and their Hard Coded Pacifism ability:
    • GMs: When adjudicating this ability the player’s intent matters. A Chee character using knockout gas to sneak into a Yeerk base and gather intel is fine. However, that same character but using knockout gas while knowing that doing so would likely put the occupants of that based into peril is not ok.
    • Players: Keep in mind that the Chee as a species are inherently non-violent. Try not to treat this a limitation to overcome via twisting words or looking for loopholes. Though this race understands the concepts of violence and aggression, neither of these things are part of their nature.
    •  General: Though the GM is the final arbiter, in difficult cases polling the table might be wise. If anyone has a strong opinion that a given action would not be reasonable for a pacifist then its likely not something a Chee would do.

 

 

 

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s