PiercingClaws
Your claws are hardened and able to pierce thick hides and even armourplating.
Prerequisite: Claws
MP: +2
Benefit: You can ignore up to +2 points of Defense provided by Natural armouror from equipment. Your claws can also ignore 1 point ofDR/Hardness.
Hardened Armour
Your protective exoskeleton or scaly armour is particularly tough, able toresist damage.
Prerequisite: Exoskeleton or Scaly Armour
MP: +3
Benefit: You gain DR 1/-.
Special: This damage reduction stacks with other sources, such as from theTough hero talents, and multiple applications of this mutation. This mutationcan only be taken 3 times.
Electric Eel (Major)
Your body can produce large amounts of electricity similar to electriceels.
Prerequisite: None
MP: 5
Benefit: As a touch attack, you can deliver an electric jolt dealing 1d4 pointsof electricity damage. This can be done twice per day.
Walking Taser
Your electrical jolts can stun a target.
Prerequisite: Electric eel
MP: +1
Benefit: Your electric jolt attack can potentially stun a target. The targetmust make a Fort save DC 10+ Con modifier or be stunned for 1 + 1/2 Conmodifier rounds.
Special:
Human Furnace (Major)
Your body is able to produce large amounts of heat for short periods oftime.
Prerequisite: None
MP: 5
Benefit: You are able to generate great heat and direct it through parts ofyour body. You can deal 1d4 fire damage with a touch attack. This can be donetwice a day.
Special: Alternatively, you can increase your body temperature for longerperiods of time without it causing damage. You can for 3 hours + 1 hour perpoint of Con modifier can ignore the effects of cold weather up to temperaturesof -50 F before requiring to make any saves. Also you gain +2 to saves againstany cold effects while using this power. Each use like this takes up one dailyuse of the power.
Empowered Power
Your power is stronger than normal.
Prerequisite: Any power with a random numeric value, such as damage.
MP: +2
Benefit: Any power that has a random numeric value, such as damage die, isincreased to the next size up. For example, claws deal 1d6 damage, empoweredclaws will deal 1d8 damage.
Special: This can be added up to 3 times.
Explosive Blast
Your ranged energy attacks are quite explosive.
Prerequisite: Ranged natural energy attack with minimum range increment of 10feet.
MP: +2
Benefit: Your ranged energy attacks not only deal damage to the intendedtarget, but also deals damage to those nearby. Anyone within 5 feet of thetarget hit must make a Reflex save DC 10 + Con modifier of the mutant or sufferhalf the damage to the original target, minimum 1 damage.
Special: This must be selected for each ranged energy ability.
Interior Moisture Reservoir
Like a camel, themutant has an internal reservoir (most likely located in the buttock andstomach area), which collects residual moisture in the body and provides themutant with an emergency source in circumstances where drinking water isunavailable.
Prerequisite:Constitution 12
MP: +1
Benefit: The mutantcan survive for a full week without food or water.
PiercingStinger
Your stinger is hardened and able to pierce thick hides and even armourplating.
Prerequisite: Stinger
MP: +2
Benefit: You can ignore up to +2 points of Defense provided by Natural armouror from equipment. Your stinger can also ignore 1 point of DR/Hardness.
Force Walking
You can create nearinvisible planes of force that you can walk on, allowing you to walk on air.You can move at up to twice your normal speed (such as charging) upon planes offorce. Able to walk from a mere inch to 500 feet above the ground. Using one useof your force barrier ability, you can walk on these planes of force for 1hour. Changing altitude is as simple as imaging stairs and stepping up. If youare damaged while using this ability, must make a Concentration check DC 5+damage dealt to maintain making the planes or the power fails and you fall. Theplanes can support your weight and up to an additional 100 lbs / point of Conmodifier.
Prerequisite: ForceBarrier
MP: +2
Benefit: Able to walk on air, granting a +5 to Move Silently checks, able towalk from 1 inch to 500 feet above the ground.
Regenerative ForceField
Your force barrieris stronger, able to absorb and resist damage.
Prerequisite: ForceBarrier
MP: +4
Benefit: When you use your force barrier power, you gain 10 x Con Modifierbonus hit points which are depleted first, lasting your current Con modifierrounds. The field replenishes 5 hit points every round.
White Noise
You can use your sonic powers to create a type of white noise, or counterharmonics to reduce damage to yourself from sonic attacks. You can also usethis to make yourself more silent while moving about.
Prerequisite: Any power that generates sound/sonic energy
MP: +1
Benefit: You can create counter noise to counter any noises you make, granting+5 to Move Silently. Using the power this way also makes it so you cancommunicate verbally. Alternatively you can user your power to grant yourselfsonic resistance 5 for 1 + Con Modifier rounds.
Compound Eyes
You have insectcompound eyes instead of normal eyes, allowing you to see in much larger area,making it hard to be snuck upon, however your vision isn't as detailed asnormal.
Prerequisite: Atleast one pair of eyes
MP: 1
Benefit: You have 180 degree vision, and can't be flanked, gain +1 to Spot.However you have problems reading and seeing fine details. Computer Use,Research and Search suffer -2.
Special: This can be added to the character's main eyes, or any additional eyesthey have, but must be a pair.
Acid Cloud
You can create acloud similar to the smokescreen, but it contains acid, burning all within.
Prerequisite: AcidicSaliva, Smokescreen
MP: +3
Benefit: Creates a smoke cloud similar to the smokescreen mutation/biotech,however those within also suffer 1d4 points of acid damage each round they arein the cloud.
Special: This ability can benefit from Linger Acid Bite, dealing damage for 2rounds even after a target leaves the cloud.
Acid Blood
Your blood isacidic, dealing damage to anyone that breaks your skin.
Prerequisite:None
MP: 3
Benefit: When you suffer take slashing or piercing damage, your blood shootsout and strikes the one responsive, within 5 feet, dealing 1 point of aciddamage. You also have acid resistance 5.
Shocker Series 2
GE has expanded theShocker series of weapons, although some do not have ranged capabilities as theearlier Shockers, they have other abilities to compensate.
Electro-Tech Hammer
A heavy warhammerenhanced with electrical discharge emitters. Not only does the Electro-Techhammer release electrical energy upon striking a target, it also ionizes thetarget so that any electrical attacks nearby will chain to the affected target,dealing additional damage. The weapon also can emit a low level energy fieldthat protects the wielder from electrical based attacks. Comes with a chargingstation that can recharge the weapon in 2 hour.
Electro-TechHammer (PL6 Archaic/Simple/Exotic Weapons Proficiency)
Damage: 2d10 unpowered +1d6 electricity when powered + StacticCharge
Critical: 20x2
Damage Type: bludgeoning plus electrical
Size: Large
Ammo: 15 minutes ofcontinuous use (150 rds)
Weight: 18lbs
Purchase DC: 23 Mil (+3)
Notes: StaticCharge, Thunder Watch
Static Charge: The target struck has residual ionization from the Electro-TechHammer's strike, and any electrical based attacks within 30 feet of theaffected target will chain a bolt of electricity to the target dealing 1d4electrical damage. Static Charge lasts for 1d4+1 rounds, unless the target isstruck by an EMP, or is degaussed. Each successful powered attack from theElectro-Tech hammer causes Static Charge to trigger, dealing its damage, plusextend the duration by 1 round.
Thunder Watch: Theweapon can, as a standard action, emit a low level energy field that grants thewielder Electricity Resistance 5. Every round the field is operating drains 1round of power, and can operate at the same time as the weapon head is powered.
Voltage Crash
This is an opengauntlet, covering only the knuckles, back of hand and going back along the armto the band that holds it to the arm near the elbow. The whole weapon is wellarmoured and insulated, allowing the wielder to deal improved damage with theirunarmed strikes, plus discharge an electrical charge. The part along the backof the arm can expand to act as a small shield and generate a low levelparticle field that disrupts energy weapons targeting the wielder.
Voltage Crash (PL6Simple Weapon Proficiency)
Damage: 1d4 + 1d6powered
Critical: 20x2
Damage Type: Bludgeoning + electricity
Size: Small
Weight: 5 lbs
Ammo: 15 minutes ofcontinuous use (150 rds)
Purchase DC: 20 Mil (+3)
Notes: Shield and Particle Field
Shield: The VoltageCrash can deploy a shield, about the size of a large buckler. While deployed,the wielder gains a +2 shield bonus to Defense, but unable to use it as aweapon except for shield bashing. Deploying the shield takes no power and doneas a free action on the wielder's turn.
Particle Field:While the shield is deployed, a particle field activates, as long as there ispower. Enemy energy weapons (wholly or partially deal concussion, electricity,fire or nonspecific energy) suffer -2 to strike the user. Each round the fieldis running uses 2 rounds of energy.
GEWS6021A2 TeslaSpark
As GE experimentsmore with energy weapons, they've expanded their Shocker series of meleeweapons and ranged weapons. The Tesla Spark is a weapon that fits between theStinger and Stopper heavy ion pistols, with better range, but average damage,includes a stun module, and a sweeper mode. In addition to these features, thedischarge from the Tesla Spark leaves a residual ionization on the target thatattracts arcs of electricity from nearby electrical attacks to the targetstruck, dealing farther damage.
GEWS6021A2 TeslaSpark (PL6 Personal Firearms Proficiency)
Damage: 4d6 + Static Charge
Critical: 20x3
Damage Type: Electrical
Range Increment: 30 ft
Rate of Fire: S
Size: Med
Weight: 6 lbs
Ammo: 50 box
Purchase DC: 22 Mil (+3)
Notes: Stun, Static Charge, Sweeper.
Stun setting Fort DC15 or be stunned for 1d4 rounds. The stun setting can also be used in Sweepermode.
Static Charge: Thetarget struck has residual ionization from the Tesla Spark's strike, and anyelectrical based attacks within 30 feet of the affected target will chain abolt of electricity to the target dealing 1d4 electrical damage. Static Chargelasts for 1d4+1 rounds, unless the target is struck by an EMP, or is degaussed.Each successful powered attack from the Tesla Spark causes Static Charge totrigger, dealing its damage, plus extend the duration by 1 round.
Sweeper: Thissetting, free action to select which can only be done once per round, releasesa cone of electrical energy that fills a 60 foot long, 30 foot wide cone area.The rate of fire is still semi in this mode, deals 2d6 electrical damage plusStatic Charge, targets must succeed Reflex save DC 17 for half damage, butstill suffer from Static Charge but with half duration.
GEWS7001B3 LightningRod
The lightning rod isa long ranged rifle, built for marksman and snipers. The long barrel is linedwith a series of magnetic emitters that help condense the ion discharge forgreater range. This condensing and bombardment of magnetic fields allows the LightningRod to exploit GE's newest advances in electricity based weapons in the form ofthe ionization residue created by the new weapons, dealing greater damage whena marksman using a Lightning Rod is paired with a team using weapons such asthe Tesla Spark.
GEWS7001B3 LightningRod (PL6 Personal Firearms Proficiency)
Damage: 4d6 +Charged Attack
Critical: 19-20x3
Damage Type: Electrical
Range Increment: 120 ft
Rate of Fire: S
Size: Large
Weight: 15 lbs
Ammo: 40
Purchase DC: 22 Mil (+3)
Notes: Electro-scope included, highly accurate granting a +1 to attack rolls.Charged Attack
Charged Attack: TheLightning Rod exploits and triggers Static Charge, dealing an extra 50% damageto the target struck, and deals double the Static Charge damage (2d4electrical) to the target struck and any target effected by Static Chargewithin 30 feet.
Your claws are hardened and able to pierce thick hides and even armourplating.
Prerequisite: Claws
MP: +2
Benefit: You can ignore up to +2 points of Defense provided by Natural armouror from equipment. Your claws can also ignore 1 point ofDR/Hardness.
Hardened Armour
Your protective exoskeleton or scaly armour is particularly tough, able toresist damage.
Prerequisite: Exoskeleton or Scaly Armour
MP: +3
Benefit: You gain DR 1/-.
Special: This damage reduction stacks with other sources, such as from theTough hero talents, and multiple applications of this mutation. This mutationcan only be taken 3 times.
Electric Eel (Major)
Your body can produce large amounts of electricity similar to electriceels.
Prerequisite: None
MP: 5
Benefit: As a touch attack, you can deliver an electric jolt dealing 1d4 pointsof electricity damage. This can be done twice per day.
Walking Taser
Your electrical jolts can stun a target.
Prerequisite: Electric eel
MP: +1
Benefit: Your electric jolt attack can potentially stun a target. The targetmust make a Fort save DC 10+ Con modifier or be stunned for 1 + 1/2 Conmodifier rounds.
Special:
Human Furnace (Major)
Your body is able to produce large amounts of heat for short periods oftime.
Prerequisite: None
MP: 5
Benefit: You are able to generate great heat and direct it through parts ofyour body. You can deal 1d4 fire damage with a touch attack. This can be donetwice a day.
Special: Alternatively, you can increase your body temperature for longerperiods of time without it causing damage. You can for 3 hours + 1 hour perpoint of Con modifier can ignore the effects of cold weather up to temperaturesof -50 F before requiring to make any saves. Also you gain +2 to saves againstany cold effects while using this power. Each use like this takes up one dailyuse of the power.
Empowered Power
Your power is stronger than normal.
Prerequisite: Any power with a random numeric value, such as damage.
MP: +2
Benefit: Any power that has a random numeric value, such as damage die, isincreased to the next size up. For example, claws deal 1d6 damage, empoweredclaws will deal 1d8 damage.
Special: This can be added up to 3 times.
Explosive Blast
Your ranged energy attacks are quite explosive.
Prerequisite: Ranged natural energy attack with minimum range increment of 10feet.
MP: +2
Benefit: Your ranged energy attacks not only deal damage to the intendedtarget, but also deals damage to those nearby. Anyone within 5 feet of thetarget hit must make a Reflex save DC 10 + Con modifier of the mutant or sufferhalf the damage to the original target, minimum 1 damage.
Special: This must be selected for each ranged energy ability.
Interior Moisture Reservoir
Like a camel, themutant has an internal reservoir (most likely located in the buttock andstomach area), which collects residual moisture in the body and provides themutant with an emergency source in circumstances where drinking water isunavailable.
Prerequisite:Constitution 12
MP: +1
Benefit: The mutantcan survive for a full week without food or water.
PiercingStinger
Your stinger is hardened and able to pierce thick hides and even armourplating.
Prerequisite: Stinger
MP: +2
Benefit: You can ignore up to +2 points of Defense provided by Natural armouror from equipment. Your stinger can also ignore 1 point of DR/Hardness.
Force Walking
You can create nearinvisible planes of force that you can walk on, allowing you to walk on air.You can move at up to twice your normal speed (such as charging) upon planes offorce. Able to walk from a mere inch to 500 feet above the ground. Using one useof your force barrier ability, you can walk on these planes of force for 1hour. Changing altitude is as simple as imaging stairs and stepping up. If youare damaged while using this ability, must make a Concentration check DC 5+damage dealt to maintain making the planes or the power fails and you fall. Theplanes can support your weight and up to an additional 100 lbs / point of Conmodifier.
Prerequisite: ForceBarrier
MP: +2
Benefit: Able to walk on air, granting a +5 to Move Silently checks, able towalk from 1 inch to 500 feet above the ground.
Regenerative ForceField
Your force barrieris stronger, able to absorb and resist damage.
Prerequisite: ForceBarrier
MP: +4
Benefit: When you use your force barrier power, you gain 10 x Con Modifierbonus hit points which are depleted first, lasting your current Con modifierrounds. The field replenishes 5 hit points every round.
White Noise
You can use your sonic powers to create a type of white noise, or counterharmonics to reduce damage to yourself from sonic attacks. You can also usethis to make yourself more silent while moving about.
Prerequisite: Any power that generates sound/sonic energy
MP: +1
Benefit: You can create counter noise to counter any noises you make, granting+5 to Move Silently. Using the power this way also makes it so you cancommunicate verbally. Alternatively you can user your power to grant yourselfsonic resistance 5 for 1 + Con Modifier rounds.
Compound Eyes
You have insectcompound eyes instead of normal eyes, allowing you to see in much larger area,making it hard to be snuck upon, however your vision isn't as detailed asnormal.
Prerequisite: Atleast one pair of eyes
MP: 1
Benefit: You have 180 degree vision, and can't be flanked, gain +1 to Spot.However you have problems reading and seeing fine details. Computer Use,Research and Search suffer -2.
Special: This can be added to the character's main eyes, or any additional eyesthey have, but must be a pair.
Acid Cloud
You can create acloud similar to the smokescreen, but it contains acid, burning all within.
Prerequisite: AcidicSaliva, Smokescreen
MP: +3
Benefit: Creates a smoke cloud similar to the smokescreen mutation/biotech,however those within also suffer 1d4 points of acid damage each round they arein the cloud.
Special: This ability can benefit from Linger Acid Bite, dealing damage for 2rounds even after a target leaves the cloud.
Acid Blood
Your blood isacidic, dealing damage to anyone that breaks your skin.
Prerequisite:None
MP: 3
Benefit: When you suffer take slashing or piercing damage, your blood shootsout and strikes the one responsive, within 5 feet, dealing 1 point of aciddamage. You also have acid resistance 5.
Shocker Series 2
GE has expanded theShocker series of weapons, although some do not have ranged capabilities as theearlier Shockers, they have other abilities to compensate.
Electro-Tech Hammer
A heavy warhammerenhanced with electrical discharge emitters. Not only does the Electro-Techhammer release electrical energy upon striking a target, it also ionizes thetarget so that any electrical attacks nearby will chain to the affected target,dealing additional damage. The weapon also can emit a low level energy fieldthat protects the wielder from electrical based attacks. Comes with a chargingstation that can recharge the weapon in 2 hour.
Electro-TechHammer (PL6 Archaic/Simple/Exotic Weapons Proficiency)
Damage: 2d10 unpowered +1d6 electricity when powered + StacticCharge
Critical: 20x2
Damage Type: bludgeoning plus electrical
Size: Large
Ammo: 15 minutes ofcontinuous use (150 rds)
Weight: 18lbs
Purchase DC: 23 Mil (+3)
Notes: StaticCharge, Thunder Watch
Static Charge: The target struck has residual ionization from the Electro-TechHammer's strike, and any electrical based attacks within 30 feet of theaffected target will chain a bolt of electricity to the target dealing 1d4electrical damage. Static Charge lasts for 1d4+1 rounds, unless the target isstruck by an EMP, or is degaussed. Each successful powered attack from theElectro-Tech hammer causes Static Charge to trigger, dealing its damage, plusextend the duration by 1 round.
Thunder Watch: Theweapon can, as a standard action, emit a low level energy field that grants thewielder Electricity Resistance 5. Every round the field is operating drains 1round of power, and can operate at the same time as the weapon head is powered.
Voltage Crash
This is an opengauntlet, covering only the knuckles, back of hand and going back along the armto the band that holds it to the arm near the elbow. The whole weapon is wellarmoured and insulated, allowing the wielder to deal improved damage with theirunarmed strikes, plus discharge an electrical charge. The part along the backof the arm can expand to act as a small shield and generate a low levelparticle field that disrupts energy weapons targeting the wielder.
Voltage Crash (PL6Simple Weapon Proficiency)
Damage: 1d4 + 1d6powered
Critical: 20x2
Damage Type: Bludgeoning + electricity
Size: Small
Weight: 5 lbs
Ammo: 15 minutes ofcontinuous use (150 rds)
Purchase DC: 20 Mil (+3)
Notes: Shield and Particle Field
Shield: The VoltageCrash can deploy a shield, about the size of a large buckler. While deployed,the wielder gains a +2 shield bonus to Defense, but unable to use it as aweapon except for shield bashing. Deploying the shield takes no power and doneas a free action on the wielder's turn.
Particle Field:While the shield is deployed, a particle field activates, as long as there ispower. Enemy energy weapons (wholly or partially deal concussion, electricity,fire or nonspecific energy) suffer -2 to strike the user. Each round the fieldis running uses 2 rounds of energy.
GEWS6021A2 TeslaSpark
As GE experimentsmore with energy weapons, they've expanded their Shocker series of meleeweapons and ranged weapons. The Tesla Spark is a weapon that fits between theStinger and Stopper heavy ion pistols, with better range, but average damage,includes a stun module, and a sweeper mode. In addition to these features, thedischarge from the Tesla Spark leaves a residual ionization on the target thatattracts arcs of electricity from nearby electrical attacks to the targetstruck, dealing farther damage.
GEWS6021A2 TeslaSpark (PL6 Personal Firearms Proficiency)
Damage: 4d6 + Static Charge
Critical: 20x3
Damage Type: Electrical
Range Increment: 30 ft
Rate of Fire: S
Size: Med
Weight: 6 lbs
Ammo: 50 box
Purchase DC: 22 Mil (+3)
Notes: Stun, Static Charge, Sweeper.
Stun setting Fort DC15 or be stunned for 1d4 rounds. The stun setting can also be used in Sweepermode.
Static Charge: Thetarget struck has residual ionization from the Tesla Spark's strike, and anyelectrical based attacks within 30 feet of the affected target will chain abolt of electricity to the target dealing 1d4 electrical damage. Static Chargelasts for 1d4+1 rounds, unless the target is struck by an EMP, or is degaussed.Each successful powered attack from the Tesla Spark causes Static Charge totrigger, dealing its damage, plus extend the duration by 1 round.
Sweeper: Thissetting, free action to select which can only be done once per round, releasesa cone of electrical energy that fills a 60 foot long, 30 foot wide cone area.The rate of fire is still semi in this mode, deals 2d6 electrical damage plusStatic Charge, targets must succeed Reflex save DC 17 for half damage, butstill suffer from Static Charge but with half duration.
GEWS7001B3 LightningRod
The lightning rod isa long ranged rifle, built for marksman and snipers. The long barrel is linedwith a series of magnetic emitters that help condense the ion discharge forgreater range. This condensing and bombardment of magnetic fields allows the LightningRod to exploit GE's newest advances in electricity based weapons in the form ofthe ionization residue created by the new weapons, dealing greater damage whena marksman using a Lightning Rod is paired with a team using weapons such asthe Tesla Spark.
GEWS7001B3 LightningRod (PL6 Personal Firearms Proficiency)
Damage: 4d6 +Charged Attack
Critical: 19-20x3
Damage Type: Electrical
Range Increment: 120 ft
Rate of Fire: S
Size: Large
Weight: 15 lbs
Ammo: 40
Purchase DC: 22 Mil (+3)
Notes: Electro-scope included, highly accurate granting a +1 to attack rolls.Charged Attack
Charged Attack: TheLightning Rod exploits and triggers Static Charge, dealing an extra 50% damageto the target struck, and deals double the Static Charge damage (2d4electrical) to the target struck and any target effected by Static Chargewithin 30 feet.