Listed here are
the Basts most noted and studied of Biological abilities. The species
is almost designed to be a hunter assasin predator. However to note
the direct similarity and then divergence from the feline prototypical
species, they have developed some very unique healing properties,
not seen in most species of that architype.
- (60 +5% /level
+5% /level exp)
- (60 +5% /level
- (50 +5 /level
(NOTE: None of
the above includes the actual skill attribute bonuses. Each requires
the character to take the skill to include them.)
- +1 parry /
+2 dodge & parrry +6 Initiative
1 dB 75ft / 10 dB 150ft / 30 dB 360ft
Distance (60 +5/ lvl) / Direction (50 +5/ lvl) / Identify (40 +5/
Toxins (50 +5/ lvl)
Individual or Emotions (50 +5/ lvl)
Identify odor (70 +4/ lvl)
(follow scents at 40 +5/ lvl)
this is not the skill
- +10% to intricate
or delicate skills
Vision and Night vision
- 2x Normal
eyesight - 2 miles +1 / lvl
adds +35% to climbing skill
inflicts 1D8 SDC
Jointed / Super flex spine:
- +6 to roll
/ +15% on all escape rolls
- Well developed
leg muscles allow them to leap 20 ft up and 40 across
Balance / Dexterity
reflex: ( 70% +5 / level )to Land on feet. Reduces damage from
falls by half.
+5 balance rolls
/ +3 automatic dodge
- +1 parry /
escape rolls and delicate skills.
Also adds a +15% to all physical skills.
thick coat that resists water and cold.
(cold does half damage)
- A specially
developed Larnyx and a large Lung capacity lets them Roar at well
over 80 dB's, heard for miles around. (Can
stun at close range 1D4 melees / increased HF:14 )
area vibration / motion
Range: 30ft +5 per lvl
Judge: the number of indiviuals and speeds (66 +4% / lvl)
to control your bodily functions and use it to its fullest capability,
this is the Basts strongest asset physically aside from their other
natural abilities, it allows them to be absolute survivors.
- (48 +8 hours
day / level)
vs. HF / +4 vs. to ME Rolls)
- +4 PS
+2 Initiative / +1 Attack
+1 strike, parry, dodge
Duration: 1 melee / level
After effects: (1 hour)
-1 initiative, strike, parry and dodge
all Physical Abilities and Bonuses
Half Toxic effects
Initiative / +2 Attacks
+5 strike / +4 parry and dodge
Duration: 3 melee / level
After effects: (2 hours)
-2 Initiative, strike, parry, dodge
Spd reduced (-20%)
- +15 SDC
Normal Healing: x2 (No Scarring)
Instantly Heal: 14 SDC / 7 HP
(Once every 12 hours)
After effect: (1 hour)
-1 Initiative / -10% Spd
allows the Bast to release healing chemicals (Neural Transmitters)
from themselves onto a hurt or injured person. This allows for the
Bast to heal using their accelerated healing abilities. (above)
- The Bast can
only heal others once every 12 hours, and can not heal themself
healing another, for the same time.
effects remain the same on the individual being healed.
- Using special
pheromones and endorphines the Bast can also affect anothers emotional
state, calming or sedating them.
Same as Calm self above.
be used on others once every 4 melees.
are same as above. This ability can only be used once every hour.
and Hypo-Metabolism are the only affects that can not be reproduced
in others, however it has been demonstrated by the Bast species, at
very high levels (11-15)
Hyper Metabolism will have converse effects however, the individual
who is touched in this way may loose control of their inner energy,
flying into a fits of emotion and even convulsions if pushed to the