So I made a mission for my terran party to help a nerazim scholar infiltrate a tal'darim controlled temple looking for some ancient protoss stuff (like stories and history and such) and in return they could take a sample of terrazine that their bosses wanted. Well one of my players is a ghost and he knows what terrazine does in the video game and I was terrified he would try to use it to become a spectre. xD luckily he didn't because I dont want to be the one to have to write up how that works >.<
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I like the bad stuff. xD
Nice. Sounds like a good adventure, like something I have coming up in one of my campaigns!
Terrazine is listed as a drug in the Core Rulebook. BUT, I may go ahead and leak some rules coming in the next supplement, in case they change their mind on that spectre business.
Becoming a Spectre
Becoming a spectre involves finding the right groups, and proving worthy of the psi indoctrination process. Only psionic terrans with the Ghost background can become spectres. The indoctrination procedure takes about a day. Once the player emerges, they gain the Spectre Enhancement talent as a bonus talent. This talent gives them a powerful psionic boon, but also gives them a fatal flaw.
Spectre Enhancement Talent
Requirements: Ghost Background, must have undertaken the Spectre Psi Indoctrination procedure
Benefit: The character has undergone the specter enhancement process and has gained both a psionic enhancement and a drawback. They chose what enhancement they gain when they take this talent, but randomly roll on the spectre drawback table to determine which penalty they receive. This talent can be taken multiple times; each time select an enhancement and roll for a random drawback. Reroll if you have get a drawback you already possess.
When you take the spectre enhancement talent, select one of the following results. A single result cannot be selected more than once.
Ascension
The character increases