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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7845657" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Banshee (Mutant Growth Hormone)</span></strong></p><p></p><p>Banshee is a power-enhancing drug that is made up of Mutant Growth Hormone, Fentanyl, Testosterone and Dopamine, and is highly illegal. This drug can give humans, both normal and Fictions, sonic powers, or grant a Mutant (human or fiction that was born with 'mutant' powers naturally) with enhanced powers.</p><p>Upon injecting a dose of Banshee, a person gains the ability to use a sonic scream, dealing 3d6 sonic damage to a 60 foot long, 30 foot wide cone, Reflex save DC 10 + user's Con modifier, usable once every 1d4+1 rounds. The recipient also gains +4 bonus against any sonic based effects, plus any sonic damage they would suffer is reduced by half.</p><p>Banshee lasts for 5 hours, afterwards the recipient suffers -2 Con penalty, reduce speed by half, -2 to attack rolls and all skills, and are exhausted until they rest for 8 hours.</p><p>If a Mutant takes the drug, any mutant powers they have are enhanced. Abilities with variable results (for examples attacks that deal damage such as 1d6) are doubled (a claw attack that normally deals 1d6 now deals 2d6); fixed value abilities, such as speed, Ability score modifiers, other bonuses, are tripled (a mutant ability that grants flight of 20 ft is increased to 60, or grants a Fort save bonus of +2 is now +6). Once the drug's duration expires, the mutant suffers -4 Con, -2 Dex and -2 Str penalties, speed reduced to half, suffer -4 to all attacks and skills and exhausted until they rest for 8 hours.</p><p>It is possible to take a second dose before resting, however the duration of the second dose is only 4 hours and the penalties are doubled. Taking a third dose only provides the effects for 30 minutes and the penalties are tripled, and requires 16 hours of rest to recover.</p><p>Banshee is quite addictive, after each use, the recipient must make a Will save DC 15 +1 per each use after the first use, or become addicted. Once addicted, the user must have at least one dose a day or suffer the effects of the penalties after a single dose. An addicted user can attempt to kick the addiction, but requires a Fort save DC 20 made once a day for 5 days. 5 successful saves in a row and the person has kicked the addition, but if they use Banshee again, the Will save to prevent addiction is the same as when they last used Banshee +5.</p><p>Weight: 1 dose is 12 oz.</p><p>PDC: 30</p><p>Res: Illegal +5</p></blockquote><p></p>
[QUOTE="kronos182, post: 7845657, member: 6668634"] [B][SIZE=7]Banshee (Mutant Growth Hormone)[/SIZE][/B] Banshee is a power-enhancing drug that is made up of Mutant Growth Hormone, Fentanyl, Testosterone and Dopamine, and is highly illegal. This drug can give humans, both normal and Fictions, sonic powers, or grant a Mutant (human or fiction that was born with 'mutant' powers naturally) with enhanced powers. Upon injecting a dose of Banshee, a person gains the ability to use a sonic scream, dealing 3d6 sonic damage to a 60 foot long, 30 foot wide cone, Reflex save DC 10 + user's Con modifier, usable once every 1d4+1 rounds. The recipient also gains +4 bonus against any sonic based effects, plus any sonic damage they would suffer is reduced by half. Banshee lasts for 5 hours, afterwards the recipient suffers -2 Con penalty, reduce speed by half, -2 to attack rolls and all skills, and are exhausted until they rest for 8 hours. If a Mutant takes the drug, any mutant powers they have are enhanced. Abilities with variable results (for examples attacks that deal damage such as 1d6) are doubled (a claw attack that normally deals 1d6 now deals 2d6); fixed value abilities, such as speed, Ability score modifiers, other bonuses, are tripled (a mutant ability that grants flight of 20 ft is increased to 60, or grants a Fort save bonus of +2 is now +6). Once the drug's duration expires, the mutant suffers -4 Con, -2 Dex and -2 Str penalties, speed reduced to half, suffer -4 to all attacks and skills and exhausted until they rest for 8 hours. It is possible to take a second dose before resting, however the duration of the second dose is only 4 hours and the penalties are doubled. Taking a third dose only provides the effects for 30 minutes and the penalties are tripled, and requires 16 hours of rest to recover. Banshee is quite addictive, after each use, the recipient must make a Will save DC 15 +1 per each use after the first use, or become addicted. Once addicted, the user must have at least one dose a day or suffer the effects of the penalties after a single dose. An addicted user can attempt to kick the addiction, but requires a Fort save DC 20 made once a day for 5 days. 5 successful saves in a row and the person has kicked the addition, but if they use Banshee again, the Will save to prevent addiction is the same as when they last used Banshee +5. Weight: 1 dose is 12 oz. PDC: 30 Res: Illegal +5 [/QUOTE]
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