Ecobody
By Hound (ambient@magi.com), for Hound bloodline.
Introduction
To have Ecobody discipline, a kindred must have the Merit "Inoffensive to Animals" and cannot have the Flaw "Taint of Corruption." For every level of Ecobody the host has, he gains 20lbs of Flora (and later fauna). Should the host change clothes he would lose three levels of Ecobody, and should he clean himself up completely he would lose all levels. Levels lost this way are regained at one level every two weeks. All social rolls gain a +1 difficulty per two levels of Ecobody the host possesses.
* Growth of Nature
Hair becomes matted and body begins to show signs of plant growth. This reduces the difficulty of intimidation roles by 1 (very effective when combined with presence-1)
** Ghoul Flora
Hair has definite heavy dreadlocks with plant life. Hair can be used for an extra grapple attack in close combat once each turn. The flora roots itself under the host's skin, and draws one blood point per week per level of Ecobody to sustain itself (instead of requiring sunlight)
*** Fauna
Hair now has some small animals feeding from the mosses and plant life present. Can be used to summon small animals (birds, mice, moles, moths, butterflies, etc) who will want to move in and live in the hair. Roll Appearance + Survival (DIF:6)1 success | 1 pound of small animals arrive
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2 successes | 3 pounds of small animals
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3 successes | 5 pounds of small animals
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4 successes | 8 pounds of small animals
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5 successes | 12 pounds of small animals
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This roll can only be made once to stock one's ecosystem. Each week roll again, and add one pound of wildlife to your ecosystem per success. Anytime a vampire is exposed to fire (or catches fire in sunlight), she loses (9 - Survival) pounds of wildlife each turn as they "abandon ship."
These animals can be used to distract or slow one's opponents. Every 3 pounds of fauna can reduce opponents dice pools by one as they are pestered by the tenants in one's ecosystem. As an action the person pestered by the wildlife can make a (Melee or Brawl) + Dexterity roll (diff:8), with each success destroying one pound of wildlife.
**** Colonization
The ecosystem can now colonize other hosts. Anyone in close personal contact with the host must make a willpower roll (diff: 6) against the host's Manipulation + Survival (diff: 6). If the host has more successes the ecosystem colonizes the target (or friend) according to the table below:1 success | After four days, the ecosystem becomes apparent, and draws one blood per night to sustain itself
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2 successes | As 1, but as of day 2 the ecosystem causes constant irritation, forcing the loss of one die from all die pools.
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3 successes | As 2, but double all effects.
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4 successes | As 3 but effects begin immediately
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5 successes | As 4 but if the ecosystem is not removed that night, the kindred will be unable to move or act the next evening as the ecosystem has tied her down and closed off her mouth and eyes. If no one comes to her rescue soon she will starve into torpor.
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To remove the parasitic ecosystem requires exposing it to flame. This will cause one aggravated wound per level of ecosystem colonization, or 7 if the person is completely immobilized by the ecosystem (thus only fortitude can save one from the burning off of the ecosystem after the second night of maximum colonization.) To voluntarily burn off the colony requires the expediture of one willpower per level in addition. After entering torpor the host's ecosystem will die off after about a month, unless regularly watered and kept under a UV lamp.
***** A Thousand Hungry Mouths
At this level, the ecosystem is so well established that it cannot be unbalanced by the introduction of new elements (including larger animals, friends, lovers, relatives, small vehicles, etc.). The host gains two extra dice in grappling, and any grapple against a target of no more than 2/3rds the host's normal weight that succeeds by five successes or more will result in the absorption of the target into the host's ecosystem. The target can only break free with a Strength + Potence roll (diff:7) against the host's Ecobody + Strength (diff:6). Any other actions done by the victim will be at a penalty of 6 dice (including avoiding the embrace or feeding).