CORELINE (D20 Modern/D20 BESM Setting).

Well, Jessica seemed to go in and out of having flight/gliding powers (the wings on the suit are always acknowledged to be of help, but went in and out of them being additional stabilizing or the whole thing).

Jess Drew version of Spider-Totem... Venom Spider?

There could also be an slightly altered template for the Miles Morales version of Spider-Totem (taser touch and camouflage capacity)... guess just change a couple of powers, make them a bit lower-power, and add those?

Venom Spider.. that could work. I've scaled back the Strength bonus, but still has the Enhanced Strength ability (so lethal damage, bonus to carrying capacity, and a few other things are a little less to counter the bio-electric blasts, and gotta stat the pheromones.
Gotta look up Miles Morales now.
 

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Spider powers based on Jessica Drew Spider Woman. Not quite as potent as hers, but when compared to the other Spider Totems, it's versatile. I might add more pheromone powers at a later date, but these 3 should be fairly useful for the time being (at least the first 2). I didn't add the flight ability.

Venom Spider Totem
A modified version of the Spider Totem that isn't quite as physically stronger, but has a few other abilities including pheromone projection for influencing those around the recipient, and the ability to discharge bio-electric energy. Recipients of this version are often used as spies or infiltrators, using their pheromones to slip into restricted areas easier, or influence powerful targets to do their bidding.

Spider Totem Template
The recipient retains all their abilities and gain the following abilities.

Size: same as recipient
Hit Points: +10 HP
Speed: climb 20 ft

Special Attacks:Bio-Energy Blast, Pheromones
Special Qualities: Airborne Toxin Intolerance, Enhanced Durability, Enhanced Healing, Enhanced Reflexes, Enhanced Senses, Enhanced Speed, Enhanced Stamina,Enhanced Strength, Extraordinary Agility, Prodigious Leap, Spider-Sense,Wall-Crawling
Abilities: +4 Dex
ECL: +4

PDC: 38
Requires 10 Fort saves DC 25

Airborne Toxin Intolerance
Due to the modifications to recipient's biology to reflect that of spiders,this makes them more susceptible to airborne toxins, poisons and diseases,suffering a -4 penalty to Fort saves against airborne toxins, poisons and diseases. Pesticides, poisons that are designed to affect only insects, also affect the recipient, suffering -8 to Fort saves instead of the previous -4.


Enhanced Durability (Ex)

The recipient is tougher than normal, able to shrug off light wounds, gaining a weak form of damage reduction. Damage from unarmed strikes, even if they would deal lethal damage, falling and bludgeoning attacks are converted to nonlethal damage (see d20 Modern pg 141). The recipient's massive damage threshold is considered to be double normal (normally equal to Con score plus any bonuses from feats). GM Note: Against foes with super strength (other super strong or powered opponents) don't have their damage converted to nonlethal damage, but unarmed strikes will have their damage reduced by half. The recipient isn't killed until reaching -20 hit points instead of -10.

Enhanced Healing (Ex)
The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level.


Enhanced Reflexes(Ex)
The recipient's reflexes are heightened, granting +4 to Reflex saves.


Enhanced Senses(Ex)
The recipient's senses are heightened, granting +4 bonus to Listen, Spot,Search, gains the benefits of the Blind-Fight feat, plus has Blindsight 10 feet as long as the recipient only has 50% of their body covered by clothing.


Enhanced Speed (Ex)
The recipient moves faster, +10 ft to land speed, reflected above, plus the recipient runs at 8 times speed instead of normal 4 times (approximately 14 mph for average human).

Enhanced Stamina(Ex)
The recipient's biology is greatly enhanced, able to go longer and farther before tiring. The recipient can hold breathe 3 times longer than normal, able to run, force march or any other physical activity that would require a Fort save after performing for triple the time before needing to make a Fort save and gains a +4 to the Con or Fort save. Requires only 4 hours of rest to remove Fatigued condition, 30 minutes of rest to remove Exhausted condition. The recipient isn't considered disabled until -10 hit points, able to perform normally until reaching -10 hit points.


Enhanced Strength(Ex)
The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +8 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. All of the recipient's melee attacks will deal +Strength Modifier x1.5, and when using the Power Attack feat, the bonus damage is doubled.

Extraordinary Agility (Ex)
The recipient has enhanced agility, gaining +4 to Balance, Jump, Move Silently and Tumble. When falling, treats falls as 20 feet less with a successful Tumble check.


Prodigious Leap (Ex)

The Spider Totem can ignore the 20 foot move requirement for making long and high jumps. If it does move 20 feet before attempting a jump, the distance jumped is doubled.

Spider-Sense(Ex)
The recipient has a sort of extra sense that helps evade danger. The recipient gains +2 to Initiative, as long as the recipient is awake and not immobile, the recipient can not be caught flat-footed. This also aids in the recipient's reflexes, see Enhanced Reflexes.


Wall-Crawling(Ex)
The recipient grows very fine hairs similar to those of a spider on their hands and feet, as well their body produces a subtle but powerful bio-electric field that increases attraction of the molecules in their skin, focused around their hands and feet, which grants the recipient the ability to climb any surface and climb along ceilings at a rate of 20 feet, also granting a +8 to climb checks.The recipient can carry up to their medium load while wall crawling before their ability to cling to surfaces fails due to the weight. This ability also grants +8 to resist being disarmed and overrun attempts.


Bio-Energy Blasts(Ex)
The recipient's body produces a large amount of bio-electrical energy, similar to an electric eel, and release it with a touch or a short distance. The recipient is able to vary the amount of energy to only stun a target, or increase the energy to very lethal levels. A stunning blast can be delivered with a melee touch or a ranged touch attack with a range increment of 30 feet out to a total of 150 feet, requiring the target to make a Fort save DC 13 + 1/2 recipient's Con modifier, or be paralyzed for 1d4+ 1/2 Con modifier rounds. A failed save by more than 5 point knocks the target unconscious. A successful save only stuns the target (d20 modern pg 140). A stun blast uses 1 charge.
A lethal blast deals 1d4+1 electrical damage per charge to a maximum of 5d4+5 electrical damage using 5 charges, delivered as part of a melee attack, or as a ranged touch attack with a range increment of 15 feet out to a total of 75 feet. The recipient can add the stunning blast ability for an additional charge, and raises the DC by 1/4 damage dealt.
The recipient has 30 charges available and recharges 1 charge per hour, double while resting. Heavy activity doubles the time to recharge.

Pheromones (Ex)
The recipient is able to release different pheromones to alter how those in close proximity to the recipient react to the recipient, with effects that range from being very friendly, lust after and do nearly anything for, or be terrified of the recipient. The recipient can affect anyone within 10 ft + 1ft/Con modifier sphere around them. The pheromones can be dissipated with a strong wind (30 mph or stronger), but will linger around the recipient for 3 + Con modifier rounds after activated. Using the pheromones is a free action.Pheromones can be used 5 + Con modifier times per day. If a target saves against the recipient's pheromones, that particular pheromone will not work on the same target for the next 24 hours. If the target fails the save by 5 or more, all further saves against the recipient's pheromones suffer a -5.

Fear - This is similar to fear spell (d20 modern pg 345), all targets within the area must make a Fort save DC 10 + recipient's Con and Cha modifiers or become panicked.Suffering -2 morale penalty to saves, and flee, 50% chance to drop whateve rholding, choosing random path to flee in, as long as the path gets away from immediate danger, and any other dangers it confronts. If cornered, a panicked creature cowers. A cowering creature loses its Dex bonus, can take no actions,and takes -2 penalty to Defense. If the recipient also makes a successful Intimidate check, add half the difference of the check vs the target's Will save to the Fort save of the target. The target(s) is panicked (or cowering)for 1d4 + 1/2 recipient's Con modifier rounds.
Charm - The recipient's pheromones make the targets more friendly towards the recipient. The targets must make a Fort save DC 10+ recipient's Con and Cha modifiers or see the recipient as a trusted friend and ally. If the recipient attacked the targets, they gain a +5 to their saves. This doesn't control the targets, but orders can be given with a successful opposed Charisma check to convince the targets, but with a +2 bonus. The charmed targets will not follow any orders that are suicidal or harmful. This is similar to the Psionic power Charm Person (d20 Modern pg 364). The charm pheromones lasts 1d4 + 1/2 Con modifier minutes, unless the recipient does something to anger the target. The recipient can continue to make Bluff and opposed Charisma checks to keep the targets somewhat friendly.

Aggressive - The recipient can release pheromones that can induce an aggressive response in the targets, who must make a Fort save DC 10 + recipient's Con and Cha modifiers,or attack the nearest available target that isn't the recipient. The targets gain a +1 bonus to attack and damage to all melee attacks. The recipient can attempt to focus the target's rage to a specific target with a successful opposed Charisma check with a +2 bonus.
Remove Fear - The recipient can release pheromones that have a calming affect,removing fear. The targets must make a Fort save DC 10+ recipient's Con and Cha modifiers, a successful save means the target is still panicked or cowering. A failed save completely removes the panicked or cower conditions.
 
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I posted this back on the WotC forum, it's a template based on the Hulk, but doesn't have all the advantages of the Hulk.

Hulk
Inspired by barbaric tribes and fictional characters that get stronger when they get angry or injured, Paragon set out to create an enhancement that would create a primal force of nature. Unfortunately, as they attempted to create a near indestructible creature as it got stronger lead to many problems, including bone calcification, heart failure, and where the muscle mass became so dense to aid in protection, the subject was unable to move. The other problem was once combat was over, the subject wouldn't revert to their normal, more manageable state.
The final cure to their problems was reducing the enhancement's defensive qualities and focus more on offensive through enlarging the adrenal gland, tweaking the flight or flight response and altering the body's cellular division instructions. The end result is the subject is slightly stronger than before, but has more fat storage, but well distributed around the body. When the subject is injured or subjected to any form of harm, such as poison, or with some mental training can will themselves, the subject's enhanced flight or flight response and adrenal glands will trigger mass release of adrenaline and cause the body to transform the stored fat into muscle, greatly increasing the strength of the user. Each time the subject is injured, they get stronger, and stronger. Unfortunately, Paragon couldn't increase the subject's healing abilities at the same time as they cancel out the trigger for the enhanced strength, in fact the subject's natural healing is slowed. Caution is advised that the subject have some kind of healing on hand if prolonged combat is excepted.

Hulk Template
The recipient retains all their abilities and gain the following abilities.
Size: Medium
Hit Points: +30 HP
Special Attacks: Slam, thunder clap
Special Qualities: Hulk up, enlarged form, reduced healing, enormous appetite, enhanced power attack
Abilities: +2 Con
ECL: +3
PDC: 38
Requires 10 Fort saves DC 26

Hulk Up
Upon taking any damage, even as little as 1 point, physically or to any ability, such as from a poison or toxin, the recipient's flight or flight and adrenal glands go into overdrive, causing the stored fat to be converted to muscle. From each source of damage in a round (autofire attacks or double taps are considered one source), the recipient will gain a +4 bonus to Strength and Constitution plus increased hit points from increased Con, suffer a -2 penalty to Will and Defense, and gain 20 pound in weight. These bonuses and penalties last new Con modifier +2 rounds, after which the user will be exhausted and lose all bonuses, but still retain the penalties until rested. Each time the user is injured after the initial hulk up, the duration is extended by 1 round and they gain the same bonuses and penalties ontop of what they already have, although the recipient's Defense can never go below 10.
For example, if in round 1 the recipient is hit from one source, they gain +4 Str and +4 Con, -2 Will and -2 Def and 20 lb. In round 2 the recipient is hit from two sources, thus gaining an addition +8 Str, +8 Con, -4 Will, -4 Def and 40 lb for a total of +12 Str, +12 Con, -6 Will, -6 Def and 60 lb.
If the recipient has been 'hulked up' for more than 6 rounds, when the hulk up ends, the recipient must make a Will save DC 15 or fall unconscious for 1d6 minutes +1 minute for every round past 6 rounds.

Enlarged Form
When the recipient hulks up upon injury, the added muscle mass increases their size. The user is considered large when it is advantageous, such as for grapples, trips and carrying capacity. However, if the recipient hulks up four times, gaining 80 lb in weight, they become large sized, and would be considered huge sized for grapples and trips, etc. If the recipient hulks up a further 8 times, for a total of 12 times, they become huge sized, and considered gargantuan.

Reduced Healing
The recipient heals half as much as normal when resting, healing only half their level in hit points for a night of rest. Abilities, chemicals or devices that heal hit points or grant fast healing, heal half as much with half the duration.

Enormous Appetite
The recipient needs to eat twice as much as normal to fill the fat stores to use their hulk up ability. After using their hulk up ability, they need to eat a day's worth of food as it uses up a huge amount of energy. The recipient also suffers from starvation in half the time as a normal person would. So if a normal person would start to starve in 3 days, the recipient will start to starve in 1.5 days.

Enhanced Power Attack
Whenever the recipient uses the Power Attack feat, they gain double the bonus to damage. Still can not subtract more than the recipient's base attack bonus.

Special Attacks
All of the special attacks the recipient receives from this template are only available after the recipient hulks up.

Slam
The recipient gains a slam attack based on their enlarged form size: Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.

Thunder Clap
After the recipient hulks up, they may make a thunder clap by slapping their hands together using their incredible strength to release a concussive force of air. The concussive force is released in a (number of hulk ups) x 5 feet radius that deals 4d6 points of concussive nonlethal damage. Also, objects must make an opposed Str check or be thrown back (number of hulk ups) x 5 feet, taking any damage if they strike anything (1d6 per 10 feet travelled), and knocked prone. A successful save means the target is only pushed back half the range, but not knocked prone.


Hulk Bracer
Paragon Corp designed a bracer that fits around the recipient of the Hulk enhancement, with expanding clasps so that it remains on the recipient's arm even as they increase in size. A series of buttons on the side activate any of its features. The first button activates a sharp needle that is designed to puncture the skin, causing a bit more damage than a normal syringe would, dealing 1 point of damage. This is used to trigger recipient's hulk up ability. The other buttons activate one of the three injectors for injecting chemicals into the user's bloodstream. Each injector can hold 2 doses of the same chemical, but all three injectors can be the same or all different chemicals. Hulk bracers usually come equipped with prolong (Future Tech pg 16), biocort (d20 Future pg 74) or rejuve (Future Tech pg 16) although both of these are very similar, and only bring the recipient's healing back to normal levels for a short period, and prolong (Future Tech pg 16). Other chemicals can be substituted or used. Many users will use two hulk bracers and load the second one with antitoxins and antibiotics and other chemicals such as energize, withstand or plastiflesh if available.
Weight: 2 lb
PDC: 21
 

Really like this one Template.

Mind if I try to think of a second backstory? Guess would be something like people trying to replicate the "Gamma Mutant" package, with some effectiveness.
 



If any one has any requests for stuff they want stated out, I'm open for requests. Also if you see anything on my d20 thread you want to use for the setting, just let me know.
 


I came up with this adventure idea when playing Star Trek Online. More specifically while doing the Beytan System Patrol. It might serve as an opportunity to introduce players to interstellar adventures. The name "Five for Beytan V" is a reference to an old Marvel Star Wars comic.

Five for Beytan V

Beytan V is a Federation mining world, not far from the Solar System. Unfortunately with the state of interstellar affairs on Coreline many worlds, security is at a premium. Beytan V was considered vulnerable at the best of times and now with recent conflicts Starfleet is spread thin. Beytan V has been threatened by Orion pirates, which are secretly backed by the Zann Consortium who are seeking to increase their influence in the Vulcan by taking control of the worlds's mineral resources. So the foreman, Brian Vanderberg, has sought out independent security to help protect the colony. Unfortunately the pirates, with weapons imported from the GFFA prove to be difficult to fend off.
 
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