Neo-Tuffles, more accurately known as Neo Machine Mutants, are a creation of the original Tuffle people who were wiped out at the hands of one of the more powerful races found in the universe. They carry the mind and soul of their creators but their bodies are of a particularly unique type of machinery. It is organic in ways and metallic in others. They possess the ability to grow and develop, as well as turn their body into a liquid form that can enter others and take complete control of their mind.

Smart, adaptive and dangerous – the new age of Tuffles show much more resilience than their namesake and creators. Some strive for revenge while others desire merely to prove their superiority. Regardless of their motivation, their presence in the universe shows that it is difficult to completely erase genius.

Neo-Tuffle Aptitudes

Attribute Score Increase. Both your Tenacity and Insight scores increase by +4, and increase your Scholarship Score by +2.

Varies heavily. While some must undergo a transformative period where their body transforms and seems to age, they are not ultimately bound by traditional rules of aging.

Health Modifier.

All ‘tuffles’ look like a humanoid figure made of liquid metal, with notable colored markings found upon their brow and chin. Your Size Category can be Small, Medium or Large.

Carrying the genes of great geniuses and possessing their souls, the current mutation of the tuffle race tends to harbor feelings of grandeur, superiority and a desire for revenge. Your Z-Soul should refer to the old tuffles but with a culture of geniuses behind them, there is certainly a large swath of different opinions that could have come to influence your character.

Neo-Tuffle Skills & Proficiencies
Saving Throw:
Skills – Select three of the following:
Acrobatics, Pilot, Thievery, Craft, Knowledge, Investigation, Science, Perception, Bluff, or Persuasion.

Legacy of the Scholars (Neo-Tuffle Trait) (Mind). Carrying the legacy of the highly intelligent Tuffle race, you possess a great deal of their knowledge and can use it to gain an advantage in a fight. Once per Combat Round, after making any Combat Roll but before knowing the result, you may choose to add an additional Extra Dice equal to your Tier of Power Extra Dice (min. 1d4).

This effect does not benefit from Tuffle Superiority.

Energy of Revenge (Neo-Tuffle Trait) (Mind). The inherent desire for revenge that burns in your body can be converted into a powerful source of black, sparking energy. Whenever you or an ally take damage due to your opponents’ attacking maneuver, gain +1(T) Revenge Points. When using any type of Attacking Maneuver, you may spend any number of your Revenge Points to gain a free Ki Wager equal to the amount of Revenge Points you spent. If the Attacking Maneuver is an Ultimate Signature Technique, increase the free Ki Wager gained from Energy of Revenge by 2x.

You cannot possess more than 3(T) Revenge Points at any time.

Tuffle Superiority (Neo-Tuffle Trait) (Mind). You are a Tuffle, regardless of your origin. That pride and the sense of loss for the rest of your species spurs you on to prove your superiority. Whenever you roll Extra Dice on your Combat Rolls increase the Dice Category by +1 category. For example, if you gained an additional +1d10 from Superiority, increase that bonus to +1d10+1d4.

All Extra Dice that become d10s due to Tuffle Superiority become Solid Dice and you cannot increase the Dice Category of Extra Dice gained due to Tier of Power, Super Stack or the rules for Punching Up/Down.

Tuffle Rebuke (Neo-Tuffle Trait) (Body). Twice per Combat Encounter, if you are successfully struck (hit) by an attack and receive damage after applying your Soak Value, you may make a Basic Attack Maneuver against the attacker immediately after their Attacking Maneuver as an Out-of-Sequence Action. If you do, increase the Strike and Wound Rolls of that Attacking Maneuver by your base Scholarship Modifier or 1/2 of your current Scholarship Modifier (whichever is higher).

Hatred Embodiment Traits

Hate Empowerment (Hatred Embodiment Trait) (Body). You do not gain Revenge Points when an ally suffers damage from an opponent’s Attacking Maneuver, but whenever you use the Power Up or Energy Charge Maneuver, gain +1(T) Revenge Points.

Increase your Soak Value by an amount equal to your current number of Revenge Points.

Aggressive Destruction (Hatred Embodiment Trait) (Body). Treat your Tier of Power as if it was +1 higher for the sake of calculating your Tier of Power Extra Dice on your Wound Rolls. Additionally, once per Combat Encounter, when you would successfully strike (hit) an opponent with an Attacking Maneuver, you may apply the effects of Legacy of the Scholars to the Wound Roll – even if you have already used the effects of Legacy of the Scholars during this Combat Round.

Once per Combat Round, you may spend 3(T) Revenge Points to use the Basic Attack Maneuver as an Instant Action.

Parasite Traits

Power Hunger (Parasite Trait) (Body). You were created to gain power, so when you regain Ki Points from any source you also gain additional benefits. Once per Combat Round, when you gain Ki Points from any source, you may choose to activate one of the below effects:

  • Regain 3(T) Life Points and increase the number of Ki Points you gained by +2(T).
  • If you would gain at least 2(T) Ki Points, you may instead increase your Tier of Power Extra Dice for all Combat Rolls by +1 Dice Category until the start of your next turn.

Once per Combat Round, as an Instant Action, you may spend 3(T) Revenge Points to regain 1d8(T) Ki Points.

Liquid Body (Parasite Trait) (Body). You can liquefy your body, allowing you to move through almost any hole or hide yourself. Once per Combat Round, as an Instant Action, you can liquefy your body or solidify again (you can only solidify during your turn). While you are liquefied, you gain the following bonuses:

  • Decrease your Size Category by -1,
  • Increase your Normal and Boosted Speed by +2(T),
  • You gain Superiority on all Grapple Checks made as the Grappled,
  • Increase your Stealth Skill Checks by +2,
  • You do not trigger a Counter Action when moving out of the Melee Range of an opponent.

While liquefied, you cannot make any Attacking Maneuvers but you gain access to the Possession Maneuver:

Possession Maneuver (2 Actions). While you are liquefied and within the Melee Range of a character who is a Minion or below the Bloodied Health Threshold, you may attempt to enter their body and possess them. You cannot target a character who has an equal or smaller Size Category than you while you are liquefied.

When attempting to possess another character, make an Opposed Impulsive Saving Throw. If you fail, nothing happens. If you succeed, make an Opposed Cognitive Saving Throw to take control of their body. If you manage to successfully take control of a character’s body, they may make an Opposed Cognitive Saving Throw at the start of each of their turns to attempt and eject you from their body. Each time this Opposed Cognitive Save is failed, the possessed character gains a bonus of +1 to their Cognitive Saving Throws until they manage to successfully force you to eject. This effect is cumulative.

If you fail any of these Opposed Cognitive Saving Throws, you will be immediately ejected from the body of the host and they can take their turn normally. When you are ejected from a body, suffer 2d10(T) Lethal Damage. This damage cannot be reduced by any means. You may exit a possessed body at any time as an Instant Action and doing so does not count as being ejected. You are liquefied if you leave the body of a host through any means.

While possessing a body, your Base Attribute Modifiers become the highest between your Base Attribute Modifiers and the possessed character’s Base Attribute Modifiers for AG/FO/SP. You gain access to the Signature Techniques, Magical Abilities and Transformations (including Manifested Powers) of any character you are possessing while you are in control of their body, ignoring any Racial Requirements. In addition, you lose access to the Liquid Body Racial Trait but gain 2 Body-Category Racial Traits of the possessed body while you are in control of it. If the race of the character you are possessing does not have 2 Body-Category Racial Traits, you may fill the gap with Mind-Category Racial Traits. Your Size Category is treated as the same as the body you are possessing. Any changes to Size Category through Transformations or other effects do not affect you but instead affect the body you are possessing. The character who is possessed cannot take any actions during their turn unless they manage to eject you.

You cannot target the body you are possessing with any effects unless you could target yourself with them. For example, you cannot use the Healing Hands Magical Ability on your body. However, if you would use your own Surge Maneuver, you may apply that to the body you are possessing or to yourself (but not both).

If you are successfully struck (hit) by any Attacking Maneuver while possessing a body, both you and the possessed character receive the damage. You only suffer the damage left after applying the Soak Value of the possessed character but you can only apply 1/2 of your own Soak Value. If the possessed character’s Life Points reach 0 through any means, you are immediately ejected and suffer an additional +1d10(T) Lethal Damage on top of the usual Lethal Damage suffered from ejection. If your Life Points reach 0 while possessing a character, you are ejected and instantly Defeated.

If you would gain any Manifested Powers while controlling the body of a character through their Racial Traits, they are instead gained by the character you are possessing. You still gain access to their bonuses and effects while possessing that body, as if you possessed the body while they already had access to that Manifested Power.

If you attempt to enter the body of another Neo-Tuffle Parasite, follow the usual rules, but if they fail the Cognitive Save, instead of possessing their body you may use the Possession Maneuver to become a Merge Fusion. If the Fused Characters combine in this method, you may gain the Regenerative Anatomy Racial Trait instead of the Giant’s Strength Racial Trait – your choice for this Fusion is maintained each time they are created. If the other fusee used the Willing Failure rule to allow the Fusion to take place, the Fusion is controlled by both characters (see – Controlling a Fusion), if not then the Neo-Tuffle that used the Possession Maneuver is in control of the Merged Fusion. The other Fused Character may make a Cognitive Save against the Fused Character who used the Possession Maneuver as they would to reclaim control of their body under normal circumstances – the non-initiating Neo-Tuffle still retaining their position in Initiative despite not being a part of the Combat Encounter currently. If they fail, nothing happens. If they succeed, the Merged Fusion is split into both Fused Characters and they are forcefully placed up to 3 Squares away from the position held by the Merged Fusion. They must separate in opposite directions.

Optional (Your ARC decides if this is included): At the end of the Combat Encounter, you may make a final Opposed Cognitive Save against any Possessed Characters to attempt and eject you. If you lose, you are ejected but their Life Points are reduced by 1/2. If you win, you gain permanent control of their body and can only be ejected by your choice or through either you or the Possessed Character reaching 0 Life Points.

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