2E Half-Human Lists

== 2E Variant Races List ==
===βeta Mutants===
A rare occurrence, βeta Mutants, commonly referred to as halflings, are also mistreated but less feared due to a common misconception that they lose the ability to enter stasis, where in reality they have a chance to not go through stasis. This is caused through a weaker activation of NTMC-71, leading to a less intense outward display of skin diseases and a weaker radiation and 'rad-storm' tolerance. Though still being carries of NTMC-71 their children will almost always be full blown mutants, if the halfling isn't born sterile that is.
Origin: Halfling/Half-Mutant
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Century Old Antibodies	None 	When inflicted with a poison of any kind, the character can use a reaction to withstand the attack. This takes up 1 action point from their next turn. Once per IRP day. 	1
Diluted Variation1 	None 	This does not take an action spot on the list and instead allows the user to access one specific LVL 1 mutant action from a dedicated single-chosen variant list. Though any damage a perk could do is reduced to a 1d4.	1
Heightened Senses 	1d4 	D20 Stat rolls to gain a bonus 1d4 roll for that turn. This takes up 3 action points for the stat action. 	1
Half-Wall of Poison 	1d4 rad armor 	Rad damage that lands on the user can be blocked with a rad-only armor roll for a bonus action. 	1
Diluted Variation 2 	None 	This does not take an action spot on the list and instead allows the user to access one specific LVL 2 mutant action from a dedicated single-chosen variant list. 	2
Patchy Skin 	+1 HP 	Reduce radiation damage by 1 point when struck while also healing the user with that point in damage to HP. 	2
Diluted Variation 3 	None 	This does not take an action spot on the list and instead allows the user to access one specific LVL 3 mutant action from a dedicated single-chosen variant list. 	3
Solid Diet 	+2 	Increase all points from a buff when consuming a meal using this action's bonus. Can only be used once per day. 	3
Diluted Variation 4 	None 	This does not take an action spot on the list and instead allows the user to access one specific LVL 4 mutant action from a dedicated single-chosen variant list. 	4
Instinctive Hit 	1d4 	When struck with a melee strike, the user can do a free reaction once per day and roll for a smackback with set damage. 	4
Human Instincts 	+4 	Improve all stat block rolls by +4 when at 2 HP remaining. 	5
===Half-Coil===
Born to coil who are a different mutative species originating from the Texas Wastelands to the special properties of a powerful eldritch nicknamed after a Mayan god as well as a human, the dominant species of Earth.
Origin: Half-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
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
Environmentalist 	1d4 	Utilize the environment to increase movement or strength attacks for 2 action points and a bonus 1d4 to damage. 	1
Coil Variation 2 	None 	This does not take an action spot on the list and instead allows the user to access one specific LVL 2 coil action from a dedicated single-chosen variant list. 	2
Rough Skin 	+1 	When healed by bandages as a reaction or action, the user gains an additional point to their recovery. Costs 1 action point as an action. 	2
Coil Variation 3 	None 	This does not take an action spot on the list and instead allows the user to access one specific LVL 3 coil action from a dedicated single-chosen variant list. 	3
Solid Diet 	+2 	Increase all points from a buff when consuming a meal using this action's bonus. Can only be used once per day. 	3
Coil Variation 4 	None 	This does not take an action spot on the list and instead allows the user to access one specific LVL 4 coil action from a dedicated single-chosen variant list. 	4
Instinctive Hit 	1d4 	When struck with a melee strike, the user can do a free reaction once per day and roll for a smackback with set damage. 	4
Coil Variation 5 	None 	This does not take an action spot on the list and instead allows the user to access one specific LVL 5 coil action from a dedicated single-chosen variant list. 	5
===Half-Fae===
Also known as Partial-Fae, they are any variant of humans that were born with fae-descendancy or partially converted as the superhuman attempt towards evolving the human race. They can be one of several different variants, giving them access to select different code commands.
Origin: Half-Fae
STAT REQUIREMENT: 	?? 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Century Old Antibodies	None 	When inflicted with a poison of any kind, the character can use a reaction to withstand the attack. This takes up 1 action point from their next turn. Once per IRP day. 	1
Fae Variation 	None 	This does not take an action spot on the list and instead allows the user to access one specific computing fae species list. Can only access one master command for half-faes.
Cannot access Mental Hardware & Processor Speeds actions.	1
Environmentalist 	1d4 	Utilize the environment to increase movement or strength attacks for 2 action points and a bonus 1d4 to damage. 	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
Rough Skin 	+1 	When healed by bandages as a reaction or action, the user gains an additional point to their recovery. Costs 1 action point as an action. 	2
Introspection 	None 	While inflicted with any major concentration distractions, the user can retain focus once per turn after failing a saving roll on losing concentration. 	2
Solid Diet 	+2 	Increase all points from a buff when consuming a meal using this action's bonus. Can only be used once per day. 	3
Instinctive Hit 	1d4 	When struck with a melee strike, the user can do a free reaction once per day and roll for a smackback with set damage. 	4
Human Instincts 	+4 	Improve all stat block rolls by +4 when at 2 HP remaining. 	5
=== Core Half-Fae ===
Core Half-Fae's are different from their usual Half-Fae variants, capable of learning new code through mental connections with other fae and converting into a Full-Core Fae unless stopped half-way. Unlike Half-Fae, Cores cannot utilize any master commands normally. LOCKED TO PLOT.
Origin: Core Half-Fae
STAT REQUIREMENT: 	?? 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Century Old Antibodies	None 	When inflicted with a poison of any kind, the character can use a reaction to withstand the attack. This takes up 1 action point from their next turn. Once per IRP day. 	1
Core Fae Variation 	None 	This does not take an action spot on the list and instead allows the user to access one starting specific computing fae species list. Master commands from variant lists are locked to core half-faes. Can only access master commands from the add-on list.
Cannot access the Processor Speeds action. 	1
Environmentalist 	1d4 	Utilize the environment to increase movement or strength attacks for 2 action points and a bonus 1d4 to damage. 	1
Anti-Fae 	None 	Analyze the code emission of a target and if the user beats the target's counter INT DC, they can disable the cast fae command. Can be used as a reaction. If used as an action, the user can disassemble a concentrated command or an already existing entity originating from a fae command. Costs 1 action point. If the command is level 2, the target gets a +1 bonus to their counter roll. Level 3 would be a +2, level 4 a +3, and master commands a +4.	1
Mental Hardware 	None 	Can recall every detail of all memories stored within their brain. 	1
Copy & Paste 	None 	By beating a half-fae/fae's INT roll, the user can learn three commands the fae has currently prepared. They can also learn code from computers like other fae, just from different lists. In turn-based, this takes up 3 action points. 	2
Solid Diet 	+2 	Increase all points from a buff when consuming a meal using this action's bonus. Can only be used once per day. 	3
Dispel & Inverse 	None 	Once per IRP day, countering a fae's command (level 4 or lower) always succeeds. 	5
=== Foil ===
Also known as half coil/fae, they can only coils-fae hybrids born from any coil-variant parent and a half-fae, or computing fae parent. Naturally, coils cannot become fae unless born in such a way.
Origin: Foil
STAT REQUIREMENT: 	?? 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Fae Variation 	None 	This does not take an action spot on the list and instead allows the user to access one specific computing fae species list. Can only access one master command for half-faes.
Cannot access Mental Hardware & Processor Speeds actions.	1
Environmentalist 	1d4 	Utilize the environment to increase movement or strength attacks for 2 action points and a bonus 1d4 to damage. 	1
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
Coil Variation 	None 	This does not take an action spot on the list and instead allows the user to access one specific LVL 1 coil action from a dedicated single-chosen variant list.	1
Coil Variation 2 	None 	This does not take an action spot on the list and instead allows the user to access one specific LVL 2 coil action from a dedicated single-chosen variant list.	2
Coil Variation 3 	None 	This does not take an action spot on the list and instead allows the user to access one specific LVL 3 coil action from a dedicated single-chosen variant list.	3
Coil Variation 4 	None 	This does not take an action spot on the list and instead allows the user to access one specific LVL 4 coil action from a dedicated single-chosen variant list.	4
Coil Variation 5 	None 	This does not take an action spot on the list and instead allows the user to access one specific LVL 5 coil action from a dedicated single-chosen variant list.	5
=== Pixie ===
Also known as half banshee-human/fae, the pixies are capable of utilizing a mixture of the dominant fae variation commands and some banshee traits.
Origin: Pixie
STAT REQUIREMENT: 	?? 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Fae Variation 	None 	This does not take an action spot on the list and instead allows the user to access one specific computing fae species list. Can only access one master command for half-faes.
Cannot access Mental Hardware & Processor Speeds actions. 	1
Environmentalist 	1d4 	Utilize the environment to increase movement or strength attacks for 2 action points and a bonus 1d4 to damage. 	1
Long Distance Mind-Link	None 	With other fae or half-fae 100 km, the user can temporarily connect with them via consent and share memories, language, or images as a means to communicate. They are also capable of sensing the existence of fae from farther distances. This is due to their ability to generate sound waves that allows them to merge this with mind-link.	1
Banshee Variation 	None 	This does not take an action spot on the list and instead allows the user to access one specific LVL 1 banshee action from a dedicated single-chosen variant list. 	1
Sound Barrier 	1d4 sonic armor 	Reduce sonic damage by activating a temporary sound wave shield around the user and anyone 2 tiles nearby. Costs 1 action point. 	2
Radiation Mouth 	1d4 rad armor 	Reduce radiation damage from species actions only using a radiation-absorbing action. Costs 1 action point. 	2
Reshape Limb 	None 	Turn any summoned limb from their body into a unique shape for new actions: wing (2 limbs required to fly for two rounds), tail (1 limb required, can be used to grip onto things with a +10 grappling bonus). Costs 1 action point and has a cooldown of three rounds. 	3
Overload Defense 	None 	Temporarily negate all damage on the user from this action. Can only be used once per day and as a reaction. Costs 1 action point their next turn. 	4
Human Instincts 	+4 	Improve all stat block rolls by +4 when at 2 HP remaining. 	5
Category:Dice System
Category:2E - Second Edition