2E Harrower Lists

==2E Harrower Lists==
Cyborg science experiments that utilize coil regenerative liquid and are advanced biometric implants that require drone oversight. They are called harrowers, though many that come across them tend to name them howlers, scarecrows, and ghouls.
Eldritch mutants, Coils, Faes, androids, and certain half humans. cannot become Harrowers due to their genetics interfering or simply because they are non-organic. The most prominent species that are compatible are Goliath, Mutants, and True-Blooded Humans. Since harrowers change their state of matter, their brain disperses as well only leaving their atoms so a commanding drone must use an electron beam to reassemble/disassemble the individual. For this, harrowers must instruct the drone on where to go and what to do after atomic disassembly. 
===Vanisher===
Upon death, mangled corpses of individuals are retrieved by automated or humanoid staff and implanted with MK1 “Vanisher” implants, gaining a powerful ability to disperse and re-emerge only leaving a cloud of smoke in their wake which is actually the atoms of their body dispersed into a temporary gaseous state. 
Origin: Vanisher
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
The Dead Remembers 	None 	A dead body was brought back to life. Bring over a single level 1 species action of the user's original species. 	1
Reactive Shift: Gas	None 	Phase into a gaseous state as a reaction, avoiding any physical damage to the user. Can only be used once per round. Costs 1 action in the user's next turn. 	1
Phase Shift: Gas 	+5 	As a bonus action while attacking, the user can avoid any blocking or melee attack reaction when approaching a target for an attack. The next actions after this during the same turn have a bonus to grappling and/or attack roll. Costs 1 action point. 	1
Stealth Shift: Gas 	+10 	Become a cloud of smoke but lose all opportunity to attack and gain a bonus to stealth. This lasts for one round. The user can also turn a held equipment-item to smoke, allowing the weapon to be invisible to targets. Costs 3 action points to turn body into smoke but only 1 action point to turn held equipment to smoke.	1
Ghoul's Jaw 	3 damage (crit: +3) 	With a giant-widening jaw, the user can bite into a target. The user must be grappled onto the target to do this. It can only be used once per round. Costs 1 action point. 	1
Harrower's Scream 	+3 	Screaming as a Harrower allows the user to communicate with other Harrowers from long distance. This is why they have the nickname Howler. Focusing this scream directly to targets has a chance to disrupt concentration with a bonus. 	1
Bullet holes 	None 	As a reaction, go into a concentrated gaseous state and ignore up to 3 gun shots before taking damage. Costs 1 action point in the user's next turn. 	2
Smoker 	None 	Taking a container of gaseous toxin or tear gas, the user can become immune to its effects and utilize it for certain actions. This lasts for the whole IRP day and can only contain one type of tear gas or toxin at a time, switching out the previous one if this action is used again. Costs 3 action points. 	2
Body Function 	None 	With this action prepared, the user can utilize technology or cyberware that relies on their smoke as a power source. This is always active when prepared. 	2
Smokescreen 	1d4 acid damage (crit: +2)	Create a smokescreen of the initial gaseous toxin or tear gas the user absorbed with the smoker action. This covers a 10x10 tile area 1-5 tiles away from the user. This deals acid damage always. Only one cover of gas from the user can exist at a time. Costs 2 action points. 	3
Lung Crash 	6 damage 
-4 to attack roll
-6 to stealth attack roll	Embrace a target in gaseous form, breaking down and damaging them from the inside if this successfully lands. Doing this as a normal attack has a decrease in the roll while doing this as a stealth attack has a larger decrease. Costs 2 action points. 	3
Smoke Spark 	None 	Whenever empty non-smoker influenced actions are used, apply the explosion s-b x2 verb. The user is also immune to this type of verb as well as the burn verb entirely. This is always active when prepared. 	3
Seismic Smoke 	1d6 sonic damage (crit: +2)
-5 to attack roll	Create a wave of smoke from the user's mouth and feet, causing a strange sonic rupture from both, dealing sonic damage within a 10x10 area by the user. The user has a reduction to this attack roll. Costs 2 action points. 	4
Smoke Missiles 	2d4 damage (no crit)
-6 to attack roll	Send two fumes of smoke which carry the initial gaseous toxin or tear gas the user absorbed with the smoker action. This action has a reduction to its attack roll. Costs 1 action point. 	4
Grasped Spikes 	5 damage (no crit)
-6 to attack roll	Surround targets with the user's gas and immediately turn parts of the user's state into spikes, dealing damage to those embraced. 5 tiles radius. Cut verb x3. This action has a reduction to its attack rolls. Costs 2 action points. 	4
Craved Clouds 	-3 to reductions
+1 damage for species actions	Reduces all species action attack roll reductions and increases guaranteed damage for damage-dealing species actions on the Vanisher list. This is always active when prepared. 	5
===Stalker===
Upon death, eligible corpses are implanted with MK2 “Stalker”. They gain a powerful ability to liquify their bodies and utilize mud-like traits. Their commanding drone is a semi aquatic ground vehicle with treads. 
Origin: Stalker
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
The Dead Remembers 	None 	A dead body was brought back to life. Bring over a single level 1 species action of the user's original species. 	1
Reactive Shift: Liquid 	None 	Phase into a liquidous state as a reaction, avoiding any physical damage to the user. Fails against laser or burn-related attacks. Can only be used once per round. Costs 1 action in the user's next turn. 	1
Phase Shift: Liquid 	+5 	While in this state, the user always has the soak verb applied and appears to be somewhat of a slop in physical appearance, like the user is melting. Costs 2 action points to switch it on and requires concentration to keep the state active. 	1
Stealth Shift: Liquid State	+3 	Disperse in ponds or where frequent liquid is located. The user gains a bonus to stealth and requires to spend 3 action points to attack a target with opportunity. Costs 3 action points and lasts two rounds. 	1
Ghoul's Jaw 	3 damage (crit: +3) 	With a giant-widening jaw, the user can bite into a target. The user must be grappled onto the target to do this. It can only be used once per round. Costs 1 action point. 	1
Harrower's Scream 	+3 	Screaming as a Harrower allows the user to communicate with other Harrowers from long distance. This is why they have the nickname Howler. Focusing this scream directly to targets has a chance to disrupt concentration with a bonus. 	1
Mud Water 	None 	Roll CON DC 6 and consume a container of liquid toxin or alchemic mixture, the user can become immune to its effects and utilize it for certain actions which can include healing, support, or poisons. This lasts for the whole IRP day and can only contain one type of alchemic mixture or liquid toxin at a time, switching out the previous one if this action is used again. Costs 2 action points.	2
Mudskipper 	+5 	Utilizing liquid state, the user can mesh with it to temporarily hop along in both liquid and physical form. This increases their follow-up movement attack with this bonus and covers 15 tiles for movement. Costs 1 action point. 	2
Hydraulic Cannon 	None 	Splash concentrated liquid towards a target which applies the soak verb onto them and if the user utilized the action Mud Water, the effect from the liquid consumed. This requires PER when aiming. Costs 1 action point. 	2
Cold Water 	+3 HP 	The user must be in liquid state to utilize this action. Utilizing liquid, using a MED roll to beat the DC of the intended injury, the user can attempt to heal the target with the HP from this action and stop any bleeding. This cannot be used on oneself. This can be replaced with an effect from the user's consumed liquid from the Mud Water action. Costs 3 action points. 	3
Spraying Sport 	4 damage 	The user must be in liquid state to utilize this action. Create an unstable liquidized splash which bursts and deals burn verb x2. If the user utilizes the action Mud Water, the damage and burn stay but the effect from the consumed liquid is added. Costs 2 action points. 	3
Ocean State 	+1 additional laser/burn-verb damage received	They appear like a fully liquid humanoid. The user must be in liquid state to utilize this action. While in ocean state, the user is constantly wiggling and resisting physical bullets or strikes but lasers and anything burn-related deals additional damage. This state lasts three rounds. Costs 3 action points. 	3
Eminence in Water 	None 	The user must be in liquid state to utilize this action. Create a veil of water over a 10x10 tile area where droplets rain onto targets. Utilizing the consumed liquid using the action Mud Water, its effects will apply to targets. This costs 2 action points. 	4
Surf 	+2 	While on a large body of water, the user can utilize their body to surf along the surface of liquid. This allows the user to avoid drowning entirely as well as swimming. MVT on water surface increased with this bonus. This is always active when prepared. 	4
Coated Water 	None 	The user must be in liquid state to utilize this action. Have the consumed liquid from Mud Water surround the user in said liquid, allowing them to transfer its effects over to held equipment and by physical touch constantly. This lasts three rounds and costs 3 action points. Effects disperse from equipment after the three rounds. 	4
Hydro Dizzy 	1d8 damage (crit: +2) 	The user must be in liquid state to utilize this action. Form a large torpedo of liquid which can utilize the consumed liquid from the Mud Water action. It can be waved around as a bonus action for three turns, dealing damage from impact. If it successfully strikes a target, they have reduced PER for their next turn. Costs 3 action points. 	5
===Vulcan===
Upon death, fresh corpses of individuals are implanted with MK4 “Vulcan.” They gain a powerful ability to solidify their bodies and their drone is a larger version of MK1’s drone but with extra armor. 
Origin: Vulcan
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
The Dead Remembers 	None 	A dead body was brought back to life. Bring over a single level 1 species action of the user's original species. 	1
Reactive Shift: Solid	4 armor 	Quickly solidify a body-part to block damage that lands as a reaction. Can only be used twice per round. Costs 1 action point the user's next turn. 	1
Phase Shift: Solid 	None 	While in solid form, the user can shift their body to increase or decrease their weight between 12 kg to 160 kg. They are resistant to the medusa verb x3 or lower in this state. Resists hormonal changes in this form. This state lasts until the user loses or stops concentration. Costs 1 action point. 	1
Armor Shift: Solid 	+3 	Become cladded in solidified skin and increase all blocking rolls with the body using this bonus. Costs 1 action point. 	1
Ghoul's Jaw 	3 damage (crit: +3)	With a giant-widening jaw, the user can bite into a target. The user must be grappled onto the target to do this. It can only be used once per round. Costs 1 action point. 	1
Harrower's Scream 	+3 	Screaming as a Harrower allows the user to communicate with other Harrowers from long distance. This is why they have the nickname Howler. Focusing this scream directly to targets has a chance to disrupt concentration with a bonus. 	1
Sealed Feet 	+5 	Improve footing by rooting into the ground (as long as it is softer like soil) to resist knockback or pushing actions with a counter bonus. This can be used as a free reaction once per round. 	2
Layered Face 	3 armor 	Requires the user to be in their solid form. Lose all counter bonuses to the user's 'mental' for two rounds but gain an armor roll for that part of the body. Has a cooldown of 3 turns. Costs 1 action point. 	2
Layered Limbs 	3 armor 	Requires the user to be in their solid form. Lose all counter bonuses to the user's 'upper & lower limbs' for two rounds but gain an armor roll for those parts of the body. Has a cooldown of 3 turns. Costs 1 action point. 	2
Heavy Loaded Grab 	+5 	Improve held grappling rolls with this bonus while in solid form. The user increases their weight to utilize this efficiently. Costs 2 action points and the user must already be grappling a target. 	3
Evading Feather 	+5 	Improve dodging rolls with this bonus while in solid form. The user is light enough to float slowly as they fall, ignoring fall damage. Costs 2 action points. 	3
Padded Skin & Ears 	None 	While in solid form, the user is immune to sonic damage and concentration-breaking rolls that utilize sound. This is always active when prepared. 	3
Boulder 	4 damage 	Requires the user to be in their solid form. For every point of armor rolled in the previous turn, the user can utilize the total number to boost their movement while rolling themselves up into a ball. This can deal blunt verb damage and knock targets with lower weight back 2 tiles. This covers a distance of 20 tiles. Costs 2 action points. 	4
Consistent Steel 	None 	Requires the user to be in their solid form. For every point of armor rolled in the previous turn, the user can utilize it as their armor for this turn. Costs 2 action points. 	4
Solid Performance 	None 	Requires the user to be in their solid form. For every point of armor rolled in the previous turn, the user can utilize the total number to heal themselves that amount of HP if at 5 or more points this turn or when they do their first death saving throw. Costs 2 action points when used during a turn. It is free when doing the death saving throw. This action can only be used once per round. 	4
Almost Impenetrable 	+3 	While in solid form, the user has increased blocking with this bonus always. The user in this form is resistant to any damage that does 2 or less as well as verbs carried by any damage of that level. The user will always have one less action point every turn. Before every encounter, the user must decide whether they want to apply this action while outside of turn-based, this can be constantly on or off.	5
===Solar===
Extremely rare variations of harrowers with MK3 “Solis” implants that allow them to manipulate plasma via an experimental pulse system that requires 2 fusion batteries. The drone vehicle is a spider-like design that crawls around. They are also nicknamed the protoplasm. PLOT RELEVANT
Origin: Solar
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
The Dead Remembers 	None 	A dead body was brought back to life. Bring over a single level 1 species action of the user's original species. 	1
Reactive Shift: Plasma	3 electric damage
4 electric damage (plasma form)	If the target does a melee attack to the user during their turn, the user can spend 1 action point from their next turn as a reaction to deal electric damage to the target hitting them. If the user is in their plasma form, the blast deals extra damage. 	1
Phase Shift: Plasma 	+5 	Shifting into the plasma form is temporary, allowing the user to quickly traverse walls like a ball of lightning. The user in this state is resistant to electric damage. This state lasts one turn and is a free bonus action. While in this temporary state, the user can avoid all physical + burn verb damage during the turn this is active but any target or environment that utilizes a reaction and/or form of grounding effect will force the user out this state. The user cannot utilize their equipment but can manage to turn it into the temporary phased form as well.	1
Blast Shift: Plasma 	1d10 damage (no crit) 	Concentrating plasma from one focal point of the body allows the user to fire a thin thermal laser which deals damage and sets the burn verb x2. Has a four turn cooldown. Costs 1 action point. 	1
Ghoul's Jaw 	3 damage (crit: +3) 	With a giant-widening jaw, the user can bite into a target. The user must be grappled onto the target to do this. It can only be used once per round. Costs 1 action point. 	1
Harrower's Scream 	+3 	Screaming as a Harrower allows the user to communicate with other Harrowers from long distance. This is why they have the nickname Howler. Focusing this scream directly to targets has a chance to disrupt concentration with a bonus. 	1
Welder's Raze 	+5 	Use any part of the skin, usually the fingers, to create an organic welder raze to fuse materials together. A bonus for CFT rolls with metal and equipment that contains plate as an ingredient. This is a bonus action only available when the user initiates concentration and does a repairing/crafting action during turn-based. 	2
Prophetic Burst 	None 	Engulf oneself in photonic energy, bursting outward which forces all entities within 5 tiles of the user to roll a MVT DC 16. If targets fail, they fall prone and must spend an action point to get up their next turn. Has a four turn cooldown. Costs 3 action points. 	2
Electrical Charge 	None 	Recharge a fusion battery instantly and be capable of repairing them directly without any special equipment while in the plasma form. Costs 3 action points in turn-based. 	2
Neon Chain 	+1 electric damage
+2 electric damage (plasma form)	Fire eight multiple beams of violet light which reflect along mirrors. They each have a MVT DC 12 to evade from marked targets. Upon successfully striking a target, they will receive additional damage from any damage-based species action from the Protoplasm list during the next two rounds. If the user is in their plasma form, they can increase the electric damage bonus. Costs 1 action point. 	3
Neon Radiate 	None 	Marked targets will instead lose the additional electric damage de-buff and experience a bright flash of light, applying the blunt verb's stun onto the target for their next turn. If the user is in their plasma form, they can deal electric damage from these bursts using the damage bonus. Costs 1 action point. 	3
Inherit Fusion Fire 	+5 	Temporarily lose access to plasma form after activating this action for two turns. Fuse and focus the inherit power, forcefully improving the user's NTR, INT, and CON rolls for two rounds with this bonus. Costs 3 action points. 	3
Solar Wind 	None 	Disrupt HF radio waves and interrupt all quick hacking INT rolls within 20 tiles from the user, forcing them to all fail instantly within the area for two rounds. Costs 2 action points. 	4
Lightning Language 	1d8 electric damage (crit: +2)	The user is an electrical conductor, allowing them to utilize strands of electricity like a formless weapon. Every strike deals the same damage but the user can customize and reform its shape with a bonus action once per turn. Costs 1 action point and requires concentration to keep active. The user has a range of 15 tiles and can reshape this into any non-tech melee weapon they can think of, applying the base weapon's effects with the ability's damage. 	4
Aurora Enthrall 	-4 attack roll 	With a wave of unstable light, the user can dismantle hard-light structures and light-based conduction with a wave. This has a reduced dice roll. Costs 1 action point. 	4
Bio Sphere 	9 rad-electric damage
4 self damage	Exhausting out steam while damaging oneself, the user creates a hovering fireball from their body. Aiming it towards a location or targets which deals guaranteed radiation and electric damage, also applying the explosion p-b verb. This covers 20x20 tiles with a range of 10 tiles from the user. This action has a 4 turn cooldown. Costs 3 action points. 	5
Category:Dice System
Category:2E - Second Edition