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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="marcoasalazarm" data-source="post: 3014035" data-attributes="member: 26698"><p><strong>A New Species (thanks to Michael Tresca).</strong></p><p></p><p style="text-align: center"><u><strong>HUMAN-XENOMORPH HYBRID ('Bug-Juiced').</strong></u></p><p></p><p>The Xenomorphs. There is one Fiction species out there that has never been renamed, and for due reason. They are so deadly, that renaming them would be useless. On their home universes, there’s been many attempts to clone them, control them, or use them as weapons in any way.</p><p>One of such ways has been human experimentation, creating hybrids that would be (theoretically) smart, strong, destructive and loyal. Of course, this is *theoretically*.</p><p>The hybrids are driven by primitive instinct (standard Xenomorph behavior: protect Queen and Hive, find resources for the Hive to expand), which more often than not are *way* too disconcerting to be used in the field alongside other humans (and even some Fiction species find them just as unsettling). That they can ‘feel’ Xenomorphs and are registered as ‘do not attack’ on the Xeno’s senses helps even less.</p><p>On Coreline, they are a tight bunch. The ‘Earth Hive’, they call themselves, after an Aliens comic. Their desire is to be left alone.</p><p>Of course, that is because if angered, the part of them that is a Xeno might strike back.</p><p></p><p><strong>Racial Stats:</strong></p><p>*+2 Str, +2 Dex, +2 Con, -2 Wis, -2 Cha.</p><p>*Medium-Size.</p><p><strong>*Base Speed:</strong> 30 Ft.</p><p><strong>*-2 to Diplomacy rolls:</strong> Xenomorphic instincts don’t give much in talkative desires.</p><p><strong>*Acid Blood:</strong> Whenever a physical attack hurts a Hybrid, there is a chance for acid blood to do ‘splash damage’. The DC for the Reflex save (anyone within 5 feet of the Hybrid) is equal to the damage made (divide by ½ if it’s a bludgeoning or piercing weapon). Damage from acid damage is 1d6 per 6 points made (round down), to a maximum of 10d6. Any item exposed to the spray must make a save vs. the DC of the amount of damage made (Mastercraft items get a +5 to the save). Failure destroys the item.</p><p><strong>*Unusual Physiology:</strong> Attempts to use Treat Injury on the Hybrid have a -4 penalty (unless they have the Xenomedic Feat). In addition, all items used must be custom-made to withstand the acidic blood.</p><p><strong>*Fast Healing:</strong> Hybrids have Fast Healing 1.</p><p><strong>*Xeno-Sense:</strong> Whenever a Hybrid is within a mile of a Xenomorph, they may make a Wisdom check (DC 35-1 per Xenomorph within that range). If this succeeds, the Hybrid is aware of its presence, but gain no extra details of its location beyond a generic direction and range (‘It’s that way, near/far’).</p><p><strong>*Ignored Target:</strong> A Xenomorph will ignore a Hybrid until the Hybrid attacks it.</p><p><strong>*Impregnation Immunity:</strong> Hybrids cannot be infested by Xenomorphs.</p><p><strong>*Level Adjustment: </strong> +3.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 3014035, member: 26698"] [b]A New Species (thanks to Michael Tresca).[/b] [CENTER][U][B]HUMAN-XENOMORPH HYBRID ('Bug-Juiced').[/B][/U][/CENTER] The Xenomorphs. There is one Fiction species out there that has never been renamed, and for due reason. They are so deadly, that renaming them would be useless. On their home universes, there’s been many attempts to clone them, control them, or use them as weapons in any way. One of such ways has been human experimentation, creating hybrids that would be (theoretically) smart, strong, destructive and loyal. Of course, this is *theoretically*. The hybrids are driven by primitive instinct (standard Xenomorph behavior: protect Queen and Hive, find resources for the Hive to expand), which more often than not are *way* too disconcerting to be used in the field alongside other humans (and even some Fiction species find them just as unsettling). That they can ‘feel’ Xenomorphs and are registered as ‘do not attack’ on the Xeno’s senses helps even less. On Coreline, they are a tight bunch. The ‘Earth Hive’, they call themselves, after an Aliens comic. Their desire is to be left alone. Of course, that is because if angered, the part of them that is a Xeno might strike back. [B]Racial Stats:[/B] *+2 Str, +2 Dex, +2 Con, -2 Wis, -2 Cha. *Medium-Size. [B]*Base Speed:[/B] 30 Ft. [B]*-2 to Diplomacy rolls:[/B] Xenomorphic instincts don’t give much in talkative desires. [B]*Acid Blood:[/B] Whenever a physical attack hurts a Hybrid, there is a chance for acid blood to do ‘splash damage’. The DC for the Reflex save (anyone within 5 feet of the Hybrid) is equal to the damage made (divide by ½ if it’s a bludgeoning or piercing weapon). Damage from acid damage is 1d6 per 6 points made (round down), to a maximum of 10d6. Any item exposed to the spray must make a save vs. the DC of the amount of damage made (Mastercraft items get a +5 to the save). Failure destroys the item. [B]*Unusual Physiology:[/B] Attempts to use Treat Injury on the Hybrid have a -4 penalty (unless they have the Xenomedic Feat). In addition, all items used must be custom-made to withstand the acidic blood. [B]*Fast Healing:[/B] Hybrids have Fast Healing 1. [B]*Xeno-Sense:[/B] Whenever a Hybrid is within a mile of a Xenomorph, they may make a Wisdom check (DC 35-1 per Xenomorph within that range). If this succeeds, the Hybrid is aware of its presence, but gain no extra details of its location beyond a generic direction and range (‘It’s that way, near/far’). [B]*Ignored Target:[/B] A Xenomorph will ignore a Hybrid until the Hybrid attacks it. [B]*Impregnation Immunity:[/B] Hybrids cannot be infested by Xenomorphs. [B]*Level Adjustment: [/B] +3. [/QUOTE]
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