2E Regenerative Coil Lists

== 2E Regenerative Coil Lists ==
===Converted Coil===
Coil who were once human, converting through the special properties of a powerful eldritch nicknamed after a Mayan god. They have inherit emotional problems.
Origin: Con Coil
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Rejuvinating Blood	+2 HP 	Speed up recovery by regaining HP only if the user is 5 HP or above. This fails below the margin. Cost 2 action points. 	1
Abrupt Insanity 	+2 damage 	The user goes into a state of insanity doubling all their melee attacks with extra damage but must flip a coin to see if they attack friend or foe. Cost 2 action points. 	1
Adrenaline Junkie 	None 	During a stamina exhaustion turn, the user has an additional action point. 	1
Heart Speed Pump 	4 Temp HP 	For an entire encounter, the user has two additional temporary hit points. Costs 1 action point. Once per IRP day. 	1
Bloodlust Blackout	+1 damage 	The user falls into a state of frenzy, dealing extra damage for all melee damage rolls. They also gain an additional melee bonus action. Lasts for 3 turns. Cost 2 action points. 	2
Lacking Thought 	None 	For every negative point in INT, the user can increase their damage output for equipment damage with a cap of 3 for each point down 1:1. This can only be used once per IRP day. Costs 2 action points. 	2
Emerging Onslaught	None 	With any equipment-based weapon, the user can repeat an action a second time as a bonus action. This can only be used once per IRP day. Costs 1 action point. 	2
Blood Fuel 	2 self damage 	Begin building up insanity by constantly harming oneself. Every use of this action increases the insanity counter by 1 with a maximum of 5. Costs 1 action point. 	2
Natural Lobotomy 	+1 	Decrease INT by 3 and improve attack rolls on species abilities with a bonus as well as bring up the insanity count by 1. The decrease lasts for one round. Costs 2 action points. 	2
Brazen Fury 	1d4 	Spend 2 points of insanity and go into a raging state that lasts 3 rounds, ending on the user's 3rd coming turn. In this state, the user has a bonus action to deal 1d4 melee damage to anyone close. Entering the raging state is a bonus action. 	3
Road Ravage 	+2
+1 in state 	While in combat atop moving vehicles, the user has an increase in all their equipment-based action rolls. This is always active when prepared. If the user is in a raging-state, they gain an additional bonus. 	3
Blood-Thirst Rush 	2d4 
+2 in state
3 self damage	Spend 1 point of insanity and rush towards a target using melee-based equipment. This is an MVT attack action and only applies the damage roll of this action. If the user is in raging state, their attack gains a bonus to damage. Costs 2 action points. 	3
Rage's Bullets 	+2
+1 in state 	Spend 1 point of insanity and increase the damage roll of shooting action with any ranged weapon. This is a PER attack action and only applies the damage roll of this action, not stacking with other PER damage passives/actions. If the user is in a raging state, their attack gains another bonus to damage. Costs 2 action points.	4
Kingdom Come 	1d12
4 self damage	Harm oneself. This grants the user a state of adrenaline, allowing a powerful melee strike which can only be used once per IRP day. Costs 3 action points. 	4
The Lands Sing 	None 	For every point in CHA, the user can increase their equipment damage output with the bonus. Costs 2 action points. 	4
Gargantuan Blood 	10 Temp HP 	Once per IRP day, gain a bonus HP ignoring the max of the user. Costs 3 action points. 	5
For Mother! 	None 	Spend 5 points of insanity. Take no damage from incoming melee attacks for two rounds. Costs 1 action point. 	5
===Born Coil===
Unlike converted Coil, those born were lucky births to two mutative coils. They inherit great regenerative properties with a better handle on their emotional problems.
Origin: Born Coil
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Rejuvinating Blood	+2 HP 	Speed up recovery by regaining HP only if the user is 5 HP or above. This fails below the margin. Cost 2 action points. 	1
Amped Adrenaline 	1d4 	The user can increase the damage of their fists and feet during stamina exhaustion, replacing the base damage of physical attacks with 1d4. This takes up 2 action points. 	1
Heart Speed Pump 	2 Temp HP 	For an entire encounter, the user has two additional temporary hit points. Costs 1 action point. Once per IRP day. 	1
Bleeding Embrace 	+2 HP 	Grant a target +2 to HP if they are fed the user's blood. Costs 1 action point. The target must roll CON DIFF 5 to succeed in regaining HP. Follows blood-type rules and the user must allow their blood to heal the target. Cannot be forced.	1
Red Lake 	None
2 self damage	Bleed a pool of blood that covers 10 tiles which can solidify after one turn. Entities stepping on the blood must roll MVT DIFF 8 to avoid falling prone and losing 2 action points on their turn. 	2
Protein Patience 	None 	While receiving damage, the user resets their stamina level and ignores exhaustion. This can be used as a reaction. Costs 2 action points for the user's next turn. 	2
Veins Vigor 	+3 HP 	Spray blood toward a target's wounds if there are 1-10 tiles nearby. Costs 2 action points. Once per IRP day. 	2
Emerging Onslaught	None 	With any equipment-based weapon, the user can repeat an action a second time as a bonus action. This can only be used once per IRP day. Costs 1 action point. 	2
Battle Angel 	None 	For every HP point recovered in the last turn, add it to the damage of a melee damage roll during this turn. Costs 1 action point. 	3
Protein Block 	None 	For every HP point recovered in the last turn, add it to the action roll of a blocking action this turn. Costs 1 action point. 	3
Blood Gown 	+4 HP 	Speed up recovery by regaining HP only if the user is 8 HP or above. This fails below the margin. Cost 3 action points. 	4
Blood Eyes 	None 	For every HP point recovered in the last turn, add it to the PER attack rolls during this turn. Costs 2 action points. 	4
Kingdom Come 	1d8
4 self damage	Harm oneself. This grants the user a state of adrenaline, allowing a powerful melee strike which can only be used once per IRP day. No damage bonuses can be applied to this action. Costs 2 action points. 	4
The Lands Sing 	None 	For every point in CHA, the user can increase their equipment damage output with the bonus. Costs 2 action points. 	4
Gargantuan Blood 	10 Temp HP 	Once per IRP day, gain a bonus HP ignoring the max of the user. Costs 3 action points. 	5
Rejuvination 	+1 HP 	For every melee strike the user successfully hits, gain HP. This is always active when prepared. 	5
===Horned Coil===
When a Coil is blessed a second time by the powerful eldritch, they lose abilities to gain something greater. And gain traits closer to the mother which are horns.
Origin: Horn Coil
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Rejuvinating Blood	+2 HP 	Speed up recovery by regaining HP only if the user is 5 HP or above. This fails below the margin. Cost 2 action points. 	1
Hardened Protein 	1d4 armor 	The user can grow a temporary layer of defensive protein along their skin to absorb physical damage. Can be used as a reaction. Cost 1 action point. 	1
Abrupt Insanity 	+2 damage 	The user goes into a state of insanity doubling all their melee attacks with extra damage but must flip a coin to see if they attack friend or foe. Cost 2 action points. 	1
Bleeding Embrace 	+2 HP 	Grant a target +2 to HP if they are fed the user's blood. Costs 1 action point. The target must roll CON DIFF 5 to succeed in regaining HP. Follows blood-type rules and the user must allow their blood to heal the target. Cannot be forced. 	1
Sharpened Blood 	1d4 	The user can utilize the blood they leak to shape into a blade or spray to solidify like miniature bullets. Short range, about a 5 tiles. Cost 2 action points. 	2
Bloodlust Blackout	+1 damage 	The user falls into a state of frenzy, dealing extra damage for all melee damage rolls. They also gain an additional melee bonus action. Lasts for 3 turns. Cost 2 action points. 	2
Emerging Onslaught	None 	With any equipment-based weapon, the user can repeat an action a second time as a bonus action. This can only be used once per IRP day. Costs 1 action point. 	2
Blood Shards 	3d4 	Splatter blood across, turning them into sharp small blades. If one shard successfully penetrates an enemy's limb, the user can temporarily disable the limb of the target on their next turn. They can attack 1-3 targets and/or the same target each doing 1d4 damage. Costs 1 action point. All PER attack rolls using this action is reduced by 3 points. 	3
Blood Whirl 	1d8 	Spin blood upward creating a whirlwind of crimson. The spraying of blood solidifies and deals damage to anyone but the user within a 5-tile radius of the user. Costs 3 action points. Any target struck will have reduced MVT by 3 points for their next turn. 	3
Blood Lock 	None 	Thrust a spinning thick amount of blood towards a target. If it lands on a specific body part, it locks it down. Lower limbs reduce MVT by 2 for their next turn. Upper limbs remove their use of that limb for the next turn. Torso causes blunt damage. Head reduces their PER by 5 for their next turn and takes 1 action point from their next turn. Costs 2 action points.	3
Blood Gown 	+4 HP 	Speed up recovery by regaining HP only if the user is 8 HP or above. This fails below the margin. Cost 3 action points. 	4
The Lands Sing 	None 	For every point in CHA, the user can increase their equipment damage output with the bonus. Costs 2 action points. 	4
Blood Spikes 	1d12
5 self damage	Splash a pool of blood along the floor across the user at least 10 tiles from their position. All targets must roll an MVT DC 16 to avoid being stabbed by it solidifying into large spikes. Costs 3 action points. 	4
Gargantuan Blood 	10 Temp HP 	Once per IRP day, gain a bonus HP ignoring the max of the user. Costs 3 action points. 	5
Crimson Overthirst	None 	The user can do an action that starts with the word Blood in its name as a bonus action once per turn. This is always active when prepared. 	5
==2E Additional Coil Mutations==
These are additional actions designed for regenerative coils. Mutations below can be considered and treated like equipment, as loot. This is a bonus list and does not count towards the 1 variant species list limit for coils. The options however are treated like it is part of the species action list of the character and level 2+ are limited to two selections which include the coil's original list.
===Mutations===
Humans are prone to alteration with their DNA and biology. Minor ones are found below. These can also be unique traits passed down from familial blood-line.
Origin: Coil-Mutate
STAT REQUIREMENT:	None 	 	 	Discovered
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT	
Coil Universal 	Coil Universal 	Coil Universal 	Coil Universal 	Coil Universal
Coil Drum 	1d4 damage 	Ingesting a dangerous adrenaline serum has caused the user's coil blood to become dangerous hot. Casting blood onto targets cause them to receive burn verb x2. 	1 	Texas Regal City
Bleeding Flames 	1d6 damage 	Using the heated blood, the user can splatter it along the floor to create a temporary fire wall which lasts one round. Targets that walk into this wall receive burn verb x3.	2 	Texas Regal City
The Silver Pool 	Depends 	If a coil bathes in the silver pool of the eldritch dunes, they gain the ability to crystalize their blood to create temporary blood ice structures. The user is now immune to the frostbite verb.
* -1 HP to create a wall of blood ice with 3 HP before shattering. Costs 1 action point and covers 3 tiles in front of the user.
* -2 HP to create ice gauntlets along the user's forearms, giving the user's upper limbs an additional 3 armor shattering after being hit once.
* -2 HP to thrust 2d4 damage of blood ice shards which shatter and apply the frostbite verb x2. Costs 1 action point.	2 	Eldritch Dunes
Category:Dice System
Category:2E - Second Edition