Homebrew Gen'vokor Species Details
History
Origins:
Conduits are the result of a rare genetic mutation within some humans and animals. This mutated gene was named "Conduit gene" following its initial appearance is it became a more naturally occurring mutation. The gene is dormant within the body turning those with it into carriers. These carriers normally don't display any powers/abilities unless it activates. Most carriers could potentially live their whole lives without realizing what they are. For those whose genes become active, their naturally inherent abilities take shape in odd ways and the carriers don't know how they obtained them. Generally, there are only a few ways to identify a Conduit's potential. One; the environment in which they hale from, two; the type of personality they have, and three; the way they grew up. Like all groups of organisms, there are rare exceptions to these, but the majorities' demonstrated abilities support these sources to be factual. The gene integrated into the DNA of the carriers, so it was a distinctive part of their anatomy. Because of this medical scientists for decades ha no idea that the gene was present in the carriers. Eventually, an event would open the world's eyes, and no longer would this gene only be seen by a select few. The yellow coiled mass located near the spinal cord within the torso of carriers. The event the world was forced to witness happened in Empire City/NYC and the years following it would change the force of humanity. This event was dubbed "The Empire Event" by the world, while those within the city called it "The Blast."
The Event:
The years following "The Empire Event" many unexplainable things happen tho those living in Empire City. The world's governments quarantined the entire city even going as for as to destroy all the bridges leading into the city. In the chaos, the public's first sighting of a conduit "Cole MacGrath." He was not only one of the earliest known Conduits to the public's eyes he was also the most powerful conduit ever recorded in history. Due to these facts, Cole along with all conduits was subjected to a lot of criticism. Cole's situation wasn't helped but the truth about him being suppressed/hidden by the Government in an attempt to keep Conduits a secret. Cole on his quest to uncover the cause and reason of "The Empire Event" would result in him becoming "The Demon of Empire City." The truth the event was always on Cole's mind. He desired to know the truth behind conduits and why Empire City was targeted. He had to deal with that while holding the responsibility of the "Conduits' image." His action would either make the public love them or fear them. Though Cole's quest to find the truth he encountered many conduits and revelations, but the biggest and badest was a conduit named "Kessler." This conduit knew everything about Conduits, Cole, and even the "Empire Event." Kessler would lead Cole to the truth after truth as if molding him. One lead to Cole's first encounter with a secret government group called "DARPA." This group was not the cause of the event but were well acquainted with conduits. This was shown by their droves of "Prime Conduits" that made things difficult for Cole to dig up more on them. However, in his encounters with DARPA, he eventually met a man named "John White." Together with him, Cole found the source of the "Empire Event." On a dock as far out from the city as anyone can possibly be Cole and John discovered DARPA attempting to ship out a mysterious device. After killing the task force posted there they identified the device. It was a powerful device called "The Ray Sphere," this device had the ability to force any dormant Conduit Gene to activate. It accomplished this through a form of radiation energy called "Ray-Field." This form of radiation affects carriers harmlessly, while normal human/animals suffer from a unique form of radiation sickness called the "Plague." However, when the Ray Sphere is activated it released a massive Ray-Field explosion. The resulting blast is what caused the Empire Event. Cole and John decided to destroy the device. They succeeded but at a cost, the uncontained energy swallowed up the entire dock. Cole came out unsaved, but John has torn apart at the molecular level. Given no time to take in what happened Kessler challenged Cole at "Site 0" the original point of the Empire Event. Cole accepted and after a long clash between the two of them Cole won. Kessler with his dying breath reveals all that he knew. He told Cole he was him from the future and that everything that has happened was to prepare him for the arrival of a world-ending conduit called "The Beast." Kessler died and Cole was left with only the dreaded feeling knowing too much.
The Fall:
A few years later Cole picked up on a lead about a scientist who worked with Kessler in building the Ray Sphere. When they were about to leave The Beast manifested and started to cause havoc on the entire city. The Beast stood stories tall and was completely comprised of molten-rock. Cole fought with it but was unable to defeat it. His best friend Zeck managed to escape with him via boat, but in leaving The Beast was able to destroy Empire City. The entire location was erased from the map. With no other place to go Zecktook Cole to New Marais to follow the scientist lead. Cole was pissed, to say the least, but he had no time to dwell on it. The Beast was tracking him down and working its way down the entire Eastcoast. Cole with little time located the scientist but not without trouble. Because just like Empire City, New Marais had a large number of conduits and they had a military group called the "Malitia" who kept the citizens of New Marais under their form of Martial-Law. After dealing with the city's welcoming committee he spoke with the scientist he journeyed to meet. The scientist's name was "Sebastian Wolfe" and he was elated to meet Cole. He said that Kessler told him everything when they first met and he willingly helped develop the Ray Sphere. Now that The Beast has materialized Dr.Wolfe had to help Cole kill it. He tells Cole about a device called the "RFI"(Ray-Feild Inhibitor), a device was the Ray Sphere 2.0. a stronger Ray-field generator. Unlike the Ray Sphere, the RFI releases energy that is harmless to humans while still activating conduits. Dr.Wolfe told Cole that through the RFI The Beast could be stopped he only has to power it. However, due to the fight Cole had with The Beast weakened his powers. In order to gain power enough power to activate the RFI Cole had to traverse through New Marais uncovering new types of Conduits and energies. On the way, The Beast arrives in New Marais but in a form, Cole wasn't expecting. The Beast was actually John White the man who helped Cole destroyed the Ray Sphere. Cole was shocked but trusted John in the memory of the man he used to be. Before Cole could question how John was alive. John took him on a walk through the city eventually reaching a quarantined-zone where people were suffering from the plage. Cole wondered why John was trying to show him, John simply told Cole that the plage was infectious radiation sickness and there was no cure. Cole knew this but didn't see John's point till John upgraded Cole's radar ability to see the insides of living things. John leads Cole farther into the Q-zone and after reaching a person infected with the Plage, they were infected by another person. If nothing was done humans and Conduits will die out. John stressed that as he begins to infuse the sick carrier with Ray-Feild energy causing an explosion. Cole emerged from the ashes only to see the carnage around him and that the carrier from before thanking Cole before flying away. He shook it off and heard that The Beast was sighted on the outside of the city. Cole had these thoughts running through his head while he continued to gain enough power to activate the RFI. When the time came Cole had to fight one of his friends as well as The Beast. He won the fight and Dr.Wolfe explained to Cole that activating the RFI would cause an explosion of Inhibited Ray-Field energy on a globe scale effectively killing the Conduit Gene within people killing them in the process, killing active conduits instantly, and curing anyone of the Plague. This action would cause the next generation to lack the Conduit Gene and the era of "The Event" came to an end.
The Aftermath:
Long after Cole's death, the views on Conduits were under heavy public criticism. Their views were mainly fear-fueled due to The Event era. Even though the fact that all conduits are dead and anyone who had the Gene followed. The conduit that stands out the most was Cole MacGrath, his image was "The Demon of Empire City" which the public viewed with fear. However, those who knew of Cole's sacrifice thought otherwise. These people were the ones who lived in New Marais and they all knew the truth about Cole. The citizens of the city proclaimed Cole the "Patriot Saint of New Marais." To mark Cole's grave his Amp(A melee weapon he used) in front of their biggest church. Decades after the activation of the RFI, a resurgence of Conduits blanketed the world, and like before the world took it as a bad thing. Now know globally the new age of conduits were called Bioterrorists. Following the resurgence, the Department of Unified Protection (D.U.P.) was formed to capture all Conduits in order to throw them into their security base called "Curdun Cay." Under the leadership of a powerful Prime Conduit named "Brooke Augustine," they were able to convert all their units into Forced Conduits. With the offhand form of their leader's abilities, they managed to capture any and all reported Conduit. However, this was just a disguise for the DUP's real purpose. Instead of protecting humanity from Conduits, the real objective was to protect any/all Conduits from humanity. Even though she met her end along with the rest of DUP by a Conduit named "Delsin Rowe" her efforts would prepare that generation of conduits to take care of each other. The world did not deserve another "Empire Event." Humanity didn't deserve another era filled with sickness and confusion. Regardless of humanity harboring hatred/fear towards Conduits, they must move forward naturally. If a war was to break out between humanity and Conduits it would only give birth to a new "The Beast" ready to burn both sides and the world along with them. This threat was too great to ignore, so war was deemed unnecessary and compromises with Conduits were established. Delsin and his human/conduit friends helped kickstart a new era. An era of peace between Conduits and humans, this era would lead to the birth os Gen'Vokers, great economic/scientific/medical discoveries/advancements, and even interdimensional travel.
Gen'vokor Traits
The Conduit Gene can be present in either any complex organism with DNA/Genetics (I.E. Any race.) The word "Conduit" has been used to designate any organism with supernatural abilities and that can consume energy based on those abilities. The abilities themselves can manifest in many different ways, some possess manipulation of certain energies/elements, while others control simple concepts like flight, enhanced senses, or superstrength.Healing Factor
Conduits possess a passive heal attribute that is two times faster than the normal member of their species. This attribute is strengthened when absorbing/exposed to their element/energy type. This attribute allows the conduit to consume the element/energy associated with their ability and heal themselves at the molecular level. The results are instantly closing wounds, re-materializing any part of their anatomy, or regaining a lost sense. This enables them to avoid dying to regular injuries. and basic sicknesses. This attribute naturally takes effect after a minute and in advanced states, it seems that the Conduit's clothing is repaired as well. Their healing generates an aura with the traits of their element/energy which effects all around them.
Alignment chart/Power Development:
Alignment chart/Power Development:
(P = Power; meaning the ability you chose to be the conduit ability.)
Lawful: Each LV unlocks new weapons and alignment types limit what LV can be unlocked.
lv 1_P-Barrage| lv 2_P-Volly| lv 3_P-Strike| lv 4_P-Pulse|lv 5_P-Laser.
L-Good: Lv1-5: side abilities + gain 4 additional "hit-dice" based on the Conduit abilities + additional 4d4 towards the healing-factor. (MAX)
L-Neutral: Lv1-3: side abilities + gain 2 additional "hit-dice" based on the Conduit abilities. (MAX)
L-Evil: Lv1-5: side abilities + gain 4 additional "hit-dice" based on the Conduit abilities + additional 4 points to Dex modifier. (MAX)
Sida ability Info:
Level 1_Power-Barrage: A 1d6 stream of "Conduit Ability Selection" based shots that are aimed at one target. (Range:3ft./30ft.)
Level 2_Power-Volly: A 1d4 number of "Conduit Ability Selection" based explosives that detonate within a line. (Range: 10ft./25ft. & (V/H)Radius: 35ft.)[Vertical/Horizontal]
Level 3_Power-Strike: A massive blast of "Conduit Ability Selection" from above that blankets an area. (Range: 15ft./ 20ft, Radius: 30ft, & Duration: 3 turns.)
Level 4_Power-Pulse: A 360 serge of "Conduit Ability Selection" energy that effects the area around them. (Radius: 20ft.)
Level 5_Power-Laser: A single powerful shot of "Conduit Ability Selection" that impacts one target. (Range: 30ft./60ft.)
Math Equation:
Example: (Fire; 1d6)
(LE=Lawful-Evil/LG=Lawful-Good/LN=Lawful Neutral/Hf=Healing Factor)
Lawful:
[Lv1] P-Barrage= 1d6+1d6.
[Lv2] P-Volly= 1d4+2d6.
[Lv3] P-Strike= 3d6+advantage. [LN Limit.]
[Lv4] P-Pulse= 4d6+DC 15 Dex Save.
[Lv5] P-Laser= 5d6+LE= +4 to Dex Modifier/LG= 4d4+Hf. [LE/LG limit.]
Neutral: Each LV unlocks new weapons and alignment types limit what LV can be unlocked.
lv 1_P-Shot| lv 2_P-Nade| lv 3_P-Rocket| lv 4_P-Wave|lv 5_P-Shield.
N-Good: Lv1-5: side abilities + gain 4 additional "hit-dice" based on the Conduit abilities + additional 4 points towards all modifiers. (MAX)
Neutral: Lv1-3: side abilities + gain 2 additional "hit-dice" based on the Conduit abilities. (MAX)
N-Evil: Lv1-5: side abilities + gain 4 additional "hit-dice" based on the Conduit abilities + additional 4 dice towards conduit abilities rolls. (MAX)
Sida ability Info:
Level 1_Power-Shot: A basic"Conduit Ability Selection" based projectile. (Range:3ft./20ft.)
Level 2_Power-Nade: Pure ball of "Conduit Ability Selection" used to cause an explosion. (Range: 5ft./20ft. & Radius: 15ft)
Level 3_Power-Rocket: Perpelled shard of "Conduit Ability Selection" that impacts an area with explosive force. (Range: 15ft/30ft & Radius: 20ft.)
Level 4_Power-Wave: A directional burst of "Conduit Ability Selection" based energy meant to push hostile away while inflicting damage. (Range: 1ft/8ft, Radius: 12ft, & knockback: 5ft./10ft.)
Level 5_Power-Shield: An isolated field of "Conduit Ability Selection" based energy meant for defense. (Radius: 7ft & Duration: 2 turns)
Math Equation:
Example: (Fire; 1d6)
(NE=Neutral-Evil/NG=Neutral-Good/N=Neutral/AM=All Modifiers)
Neural:
[Lv1] P-Shot=1d6.
[Lv2] P-Nade=2d6.
[Lv3] P-Rocket=3d6.[N Limit.]
[Lv4] P-Wave=4d6+DC 15 Dex Save.
[Lv5] P-Shield=5d6+NE= 4d6 to all rolls/NG= +4 all modifiers. [NE/NG limit.]
Chaotic: Each LV unlocks new weapons and alignment types limit what LV can be unlocked.
lv 1_P-Burst| lv 2_P-Cluster| lv 3_P-Scatter| lv 4_P-Drain|lv 5_P-Vortex.
C-Good: Lv1-5: side abilities + gain 4 additional "hit-dice" based on the Conduit abilities + additional 4 points towards all-action rolls. (MAX)
C-Neutral: Lv1-3: side abilities + gain 2 additional "hit-dice" based on the Conduit abilities. (MAX)
C-Evil: Lv1-5: side abilities + gain 4 additional "hit-dice" based on the Conduit abilities + additional 4 dice towards all damage rolls. (MAX)
Sida ability Info:
Level 1_Power-Burst: A 3 spread cone-shaped blast of "Conduit Ability Selection" towards a target. (Range:2ft./10ft.)
Level 2_Power-Cluster: A 1d6 collection of condensed balls of "Conduit Ability Selection" aimed and unleashed upon a targeted area. (Range: 3ft/12ft. & Radius: 30ft.)
Level 3_Power-Scatter: A 1d8 wide dispersal of "Conduit Ability Selection" that impacts multiple targets within range. (Range: 50ft./55ft. & Radius: 40ft.)
Level 4_Power-Drain: The action of absorbing/consuming all of "Conduit Ability Selection" from the area around them which gives them an advantage on their next attack. (Radius: 100ft. & Duration: 1 turn.)
Level 5_Power-Vortex: A large "Conduit Ability Selection" based twister that affects all in range. Resulting in damage and throwing any affected 1d10 distance away. (Range: 500ft/600ft, Radius: 30ft/40ft, Path: User's choice, Duration: 1 round,)
Math Equation:
Example: (Fire; 1d6)
(LE=Lawful-Evil/LG=Lawful-Good/LN=Lawful Neutral/Hf=Healing Factor)
Chaotic:
[Lv1] P-Burst= 2d6+3.
[Lv2] P-Cluster=1d6+2d6.
[Lv3] P-Scatter=1d8+3d6+DC 15 Dex Save [LN Limit.]
[Lv4] P-Drain=4d6+DC 15 Dex Save. (Activation of racial trait "Healing Factor")
[Lv5] P-Vortex=5d6+1d10 fall-damage+DC 13 Con Save+LE=4d6 to all damage rolls/CG= +4 to all action rolls. [LE/LG limit.]
Enhanced Strength
All Conduits have above average muscle density resulting in heightened physical strength. This strength can allow them to lift twice as much as normal members of their species(If another race side from humans). This strength is capable of sending an object/organism(Vending-machine/bull) flying several feet away from them or a few into the air with a single blow/throw. It can also be used to pulverize/bend environmental objects/obstacles like concrete/stone pillars, brick/metal walls/barricades, and metal bars/doors within a few strikes/minutes. This attribute can be enhanced by the Conduit's activated abilities, however, this is the extent of this attribute.
Particle/Elemental Charge Manipulation
Conduits can generate great amounts of energy based on their element/energy ability. This allows them to focus that energy/element to manifest around them, on any part of them, or on any object in their possession. Basically allowing them to generate greater kinetic force and energy/elemental effects. a.k.a melee can automatically have additional elemental/energy damage.
Enhanced Speed and Agility
Conduits due to the same attunement that effected their strength also applied to their reflexes and movements. They're about 10% faster and more agile than normal members of their species. Various conduits have been able to perform feats such as landing on their feet after falling several(30-60) stories, scaling buildings/skyscrapers in minutes/hours without equipment, and performing advanced acrobatic moves with ease. In advanced states, Conduits are able to dodge bullets/projectiles. They are also able to react to an incoming object moving at speeds between sub-sonic to supersonic and redirect it when it's within inches of themselves/others. That velocity would be Mach 0.5 to 2.5/985 meters per second. Just like the other attributes, the Conduait's activated ability can carry this attribute to new heights, but by itself, this is its peak performance.
Enhanced Durability
Conduits are far more resistant to physical harm than normal members of their species. Conduits have shown to shrug off direct hits from explosions, magic spells of various levels, and devastating attacks from creatures 3 times their size. Conduits have signs of this attribute before their Gene is even activated. Not all Conduits possess the same level of physical endurance, only exceptionally strong Conduits can survive a Ray-Field explosion. However, all Conduits can survive extreme blunt force trauma, multiple open wounds, severe organ damage, and brutal encounters with other conduits. Any conduit can come out of hazardous situations with little hindrances and without losing consciousness.
Enhanced Stamina
Conduits have increased endurance allowing them to perform optimally regardless of multiple days without sleeping/eating. Conduits can also be in combat situations for several days/months without rest and still be at full combat capability. The limit of this attribute is unknown but the levels in which a Conduit's endurance/stamina can be measured are different from each Conduit.
Ability Translation: Power types and sources
Elemental/Energy:
<Alignment Trait = LV>
(Damage Rolls=DR/Action Rolls=AR/Ability Check= AC)
- Poison: 1d4+LV= DR
- Acid: 1d6+LV= DR
- Fire: 1d6+LV= DR
- Cold: 1d6+LV= DR
- Radiant: 1d6+LV= DR/AR
- Necrotic: 1d8+LV= DR
- Lightning: 1d8+LV= DR
- Thunder: 1d6+LV= DR
- Force: 2d4+LV= DR
- Psychic: 2d6+LV= DR/AC
- Paralyzed: 2d4:+LV= AC
- Petrified: 2d8+LV=AC
Conceptual:
<No Scale applied; Character Stats= CS>
(Damage Rolls=DR/Action Rolls=AR/Ability Check= AC)
- Strength: CS +1d10 Bonus = DR/AR/AC
- Dexterity: CS +1d10 Bonus = DR/AR/AC
- Constitution: CS +1d10 Bonus = DR/AR/AC
- Intelligence: CS +1d10 Bonus = DR/AR/AC
- Wisdom: CS +1d10 Bonus = DR/AR/AC
- Charisma: CS +1d10 Bonus = DR/AR/AC
- Speed: CS +1d20 Bonus = AR
- Armor Class: Con +1d4 Bonus = AC+Advantage
- Slashing: Dex +1d4 Str Modifier = DR/AR
- Piercing: Str + 1d6 Dex Modifier = DR/AR
- Bludgeoning: Con + 2d6 Str Modifier = DR/AR
- Senses: CS x d4 Int/Wis/Cha modfier = AR/AC
- Exhaustion: CS + 1d10 Con = DR/AR/AC+Disadvantage
- Prone: CS + 1d6 + Movement = DR/AR/AC+Disadvantage
- Restrained: CS + 1d8 + Str modifier = DR/AC+Disadvantage
- Unconscious: CS + 1d6 + Con+Int modfier = DR/AR/AC
Mutations
Along with the abilities acquired by the Conduit Gene's activation, the conduit also has the chance of physically changing as well. These changes in their physiology can be a minor or full mutation.
For example:
A conduit with ice abilities, their eyes color could change into impossible shades of blue or their hair gains a blue tint. Another example is a Conduit with fire abilities that could develop a red skin pigmentation. Major mutations like a Conduit with Telekinetic abilities developed keener senses along with a more robust body, The mutations are chaotic in nature and can have forms unrelated to the abilities of the Conduit. Abilities like Cloaking can a Conduit's body grew to massive proportions along with separate skin, organ, and sensory mutations. New mutations can be applied to an already activated Conduit. These mutations can be brought about by new exposure to Ray-Feild energy.
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Posted Sep 29, 2021why