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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8152981" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Monstrosity</span></strong></p><p>The Monstrosity is one of AIM's attempts of creating a super soldier with the use of chemicals. The monstrosity transforms the recipient increases in size, strength and speed, however their intelligence does suffer, but they are not mindless brutes. The recipient looks like a heavily muscled version of themselves, increasing in size to between 6 and 7 feet, gaining 100 to 250 lbs of muscle. They can, for short periods trigger specific chemicals to cause rapid healing or to enhance its defenses and resistances. The Monstrosity is given specialized AIM uniform which contains and helps injects additional chemicals, with the front of the head piece looks like a humanoid face with a respiratory style piece covering the mouth and nose with hoses running from it to over the shoulders to connect to the back.</p><p></p><p>The recipient retains all their abilities and gain the following abilities.</p><p>Size: Medium but is considered large where it is advantageous.</p><p>Hit Points: +20 HP</p><p>Speed: +5 ft</p><p>Defense: +1 natural armour to Defense. Thick and tougher skin gives the recipient some protection against attacks.</p><p>Special Attacks: Slam</p><p>Special Qualities: Enlarged form, Sudden Evolution, Growth Spurt</p><p>Abilities: +2 Con, +4 Str, -2 Int, -2 Cha</p><p>ECL: +2</p><p>PDC: 30</p><p>Requires 10 Fort saves DC 23</p><p></p><p><strong>Enlarged Form</strong></p><p>The recipient is considered large when it is advantageous, such as for grapples, trips and carrying capacity.</p><p></p><p><strong>Sudden Evolution</strong></p><p>As a move equivalent action, the recipient can inject chemicals and trigger a response in their body that improves their body's defenses. Gains an additional +1 Natural Armour bonus to Defense and DR 3, the slam attack deals 2d6 damage instead of 1d8, +4 to all saves for 1d6 + Con modifier rounds. Can not be used at the same time as Growth Spurt</p><p></p><p><strong>Growth Spurt</strong></p><p>As a move equivalent action, the recipient can inject chemicals and trigger a response in their body to enhance it further. Gains +4 to Str, Fast Heal 5, lasts for 1d6 + Con modifier rounds. Can not be used at the same time as Sudden Evolution.</p><p></p><p><strong>Slam</strong></p><p>The recipient gains a slam attack dealing 1d8 plus Str modifier damage.</p><p></p><p></p><p><strong><span style="font-size: 22px">AIM Monstrosity Member</span></strong></p><p>These AIM members were either volunteers for testing the Monstrosity enhancement, or members that didn't make the cut or are being punished for failures. They are used by AIM to protect facilities, important members or for attacks during raids.</p><p></p><p><strong>Low Level AIM Monstrosity (Smart Ord 1/Dedicated Ord 1)</strong></p><p>CR 3;</p><p>Size: Medium-sized Human;</p><p>HD: 1d6-1 plus 1d6-1 +20; hp 25</p><p>Mas: 8</p><p>Init: +1</p><p>Speed: 35 ft</p><p>Defense: 15, Touch 12, flat-footed 14 (+2 Armour, +1 Dex, +1 Class, +1 Natural)</p><p>BAB: +0</p><p>Grapple: +0</p><p>Attack: +2 melee slam (1d8+2) or +1 ranged (2d8 coilgun pistol)</p><p>Full Attack: +2 melee slam (1d8+2), or +1 ranged (2d8 coilgun pistol)</p><p>Special Attacks:</p><p>Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency, enlarged form, Sudden Evolution, Growth Spurt</p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Allegiance: AIM</p><p>Saves: Fort +1, Ref +1, Will +4.</p><p>Action Points: 0</p><p>Rep: +2</p><p>Abilities: Str 14, Dex 12, Con 10, Int 13, Wis 14, Cha 11</p><p>Occupation: Technician (Craft: Electronic, Knowledge: Technology, Research)</p><p>Skills: Computer Use +5, Craft (Chemical) +7, Craft (Electrical) +8, Demolitions +3, Disable Device +5, Investigate +6, Knowledge (Arcane Lore) +3, Knowledge (earth and life sciences) +6, knowledge (physical sciences) +8, Knowledge (popular culture) +3, Knowledge (technology) +9, Profession +3, Read/Write English, Read/Write (any one), Research +5, Search +3, Speak English, Speak (any two), Treat Injury +4.</p><p>Feats: Builder, Educated (knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency.</p><p>Possessions: AIM Monstrosity Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines</p><p></p><p><strong>Mid Level AIM Monstrosity (Smart Ord 3/Dedicated Ord 3)</strong></p><p>CR 7;</p><p>Size: Medium-sized Human;</p><p>HD: 3d6-3 plus 3d6-3 +20; hp 35</p><p>Mas: 8</p><p>Init: +1</p><p>Speed: 35 ft</p><p>Defense: 17, Touch 14, flat-footed 16 (+2 Armour, +1 Dex, +3 Class +1 Natural)</p><p>BAB: +3</p><p>Grapple: +3</p><p>Attack: +5 melee slam (1d8+2), or +4 ranged (2d8 coilgun pistol)</p><p>Full Attack: +5 melee slam (1d8+2), or +4 ranged (2d8 coilgun pistol)</p><p>Special Attacks:</p><p>Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency, enlarged form, sudden evolution, growth spurt</p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Allegiance: AIM</p><p>Saves: Fort +3, Ref +4, Will +6.</p><p>Action Points: 0</p><p>Rep: +2</p><p>Abilities: Str 14, Dex 12, Con 10, Int 14, Wis 14, Cha 11</p><p>Occupation: Technician (bonus class skills Craft: electronic, Knowledge: technology, Research)</p><p>Skills: Computer Use +8, Craft (Chemical) +10, Craft (Electrical) +14, Demolitions +6, Disable Device +8, Investigate +6, Jump +5, Knowledge (Arcane Lore) +8, Knowledge (earth and life sciences) +10, knowledge (physical sciences) +13, Knowledge (popular culture) +4, Knowledge (technology) +14, Profession +5, Read/Write English, Read/Write (any one), Research +8, Search +5, Speak English, Speak (any two), Treat Injury +5.</p><p>Feats: Builder, Cautious, Educated (Knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency, Personal Firearms Proficiency</p><p>Possessions: AIM Monstrosity Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines</p><p></p><p><strong>Scientific Improvisation</strong></p><p>AIM members may specialize in difference fields, but all have some familiarity in multiple fields and can improvise solutions and tools quickly. The AIM member can spend a full round action by combining common objects with a Craft check that corresponds to the function desired. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function. However this item is single use, or lasts for a number of rounds equals to the AIM member's level then breaks and the parts are useless.</p><p></p><p><strong>Experimental Weapon Proficiency</strong></p><p>AIM creates a large array of experimental devices and weapons, some are put into mass production for AIM members, and some are one offs. The AIM member is proficient in any mass produced AIM weapons, and up to 1 + Int modifier weapons the AIM member has built themselves. If the AIM member has maxed out their number of weapons they have built, they can replace one by spending 1 full minute studying the weapon in detail, undisturbed to replace one weapon they have developed and were proficient with.</p><p></p><p><strong>Enlarged Form</strong></p><p>The recipient is considered large when it is advantageous, such as for grapples, trips and carrying capacity.</p><p></p><p><strong>Sudden Evolution</strong></p><p>As a move equivalent action, the recipient can inject chemicals and trigger a response in their body that improves their body's defenses. Gains an additional +1 Natural Armour bonus to Defense and DR 3, the slam attack deals 2d6 damage instead of 1d8, +4 to all saves for 1d6 + Con modifier rounds. Can not be used at the same time as Growth Spurt</p><p></p><p><strong>Growth Spurt</strong></p><p>As a move equivalent action, the recipient can inject chemicals and trigger a response in their body to enhance it further. Gains +4 to Str, Fast Heal 5, lasts for 1d6 + Con modifier rounds. Can not be used at the same time as Sudden Evolution.</p><p></p><p><strong>Slam</strong></p><p>The recipient gains a slam attack dealing 1d8 plus Str modifier damage</p><p></p><p><strong><span style="font-size: 22px">AIM Monstrosity Uniform</span></strong></p><p>This uniform was developed for use by the Monstrosity, with large chemical storage for use in triggering its abilities, as well as extra chemicals that can be useful from healing chemicals, anti-toxins, combat enhancement drugs.</p><p></p><p><strong>A.I.M. Monstrosity Armour (PL 5, Light Armour Proficiency)</strong></p><p>Type: Light</p><p>Equipment Bonus: +2</p><p>Nonprof. Bonus: +1</p><p>Str Bonus: 0</p><p>Nonprof Str Bonus: 0</p><p>Max Dex: +4</p><p>Armour Penalty: -0</p><p>Speed (30 ft): 30 ft</p><p>Weight: 10 lbs</p><p>Purchase DC: 19</p><p>Restriction: Mil (+3) Aim +0</p><p>Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, NBC protection +4 Fort save against radiation, chemicals poisons/diseases. Reduce damage from energy weapons by 2 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage). Contains all the chemicals the Monstrosity needs for their abilities for a week before needing refilling (PDC 10), plus can contain 20 doses of up to 5 different chemicals, usually a mix of anti-toxins, healing chemicals, combat enhancement drugs or others as per assignment.</p><p>AIM members do not require proficiency as the suit is similar to their hazmat and safety suits.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8152981, member: 6668634"] [B][SIZE=7]Monstrosity[/SIZE][/B] The Monstrosity is one of AIM's attempts of creating a super soldier with the use of chemicals. The monstrosity transforms the recipient increases in size, strength and speed, however their intelligence does suffer, but they are not mindless brutes. The recipient looks like a heavily muscled version of themselves, increasing in size to between 6 and 7 feet, gaining 100 to 250 lbs of muscle. They can, for short periods trigger specific chemicals to cause rapid healing or to enhance its defenses and resistances. The Monstrosity is given specialized AIM uniform which contains and helps injects additional chemicals, with the front of the head piece looks like a humanoid face with a respiratory style piece covering the mouth and nose with hoses running from it to over the shoulders to connect to the back. The recipient retains all their abilities and gain the following abilities. Size: Medium but is considered large where it is advantageous. Hit Points: +20 HP Speed: +5 ft Defense: +1 natural armour to Defense. Thick and tougher skin gives the recipient some protection against attacks. Special Attacks: Slam Special Qualities: Enlarged form, Sudden Evolution, Growth Spurt Abilities: +2 Con, +4 Str, -2 Int, -2 Cha ECL: +2 PDC: 30 Requires 10 Fort saves DC 23 [B]Enlarged Form[/B] The recipient is considered large when it is advantageous, such as for grapples, trips and carrying capacity. [B]Sudden Evolution[/B] As a move equivalent action, the recipient can inject chemicals and trigger a response in their body that improves their body's defenses. Gains an additional +1 Natural Armour bonus to Defense and DR 3, the slam attack deals 2d6 damage instead of 1d8, +4 to all saves for 1d6 + Con modifier rounds. Can not be used at the same time as Growth Spurt [B]Growth Spurt[/B] As a move equivalent action, the recipient can inject chemicals and trigger a response in their body to enhance it further. Gains +4 to Str, Fast Heal 5, lasts for 1d6 + Con modifier rounds. Can not be used at the same time as Sudden Evolution. [B]Slam[/B] The recipient gains a slam attack dealing 1d8 plus Str modifier damage. [B][SIZE=6]AIM Monstrosity Member[/SIZE][/B] These AIM members were either volunteers for testing the Monstrosity enhancement, or members that didn't make the cut or are being punished for failures. They are used by AIM to protect facilities, important members or for attacks during raids. [B]Low Level AIM Monstrosity (Smart Ord 1/Dedicated Ord 1)[/B] CR 3; Size: Medium-sized Human; HD: 1d6-1 plus 1d6-1 +20; hp 25 Mas: 8 Init: +1 Speed: 35 ft Defense: 15, Touch 12, flat-footed 14 (+2 Armour, +1 Dex, +1 Class, +1 Natural) BAB: +0 Grapple: +0 Attack: +2 melee slam (1d8+2) or +1 ranged (2d8 coilgun pistol) Full Attack: +2 melee slam (1d8+2), or +1 ranged (2d8 coilgun pistol) Special Attacks: Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency, enlarged form, Sudden Evolution, Growth Spurt FS: 5 ft by 5 ft Reach: 5 ft Allegiance: AIM Saves: Fort +1, Ref +1, Will +4. Action Points: 0 Rep: +2 Abilities: Str 14, Dex 12, Con 10, Int 13, Wis 14, Cha 11 Occupation: Technician (Craft: Electronic, Knowledge: Technology, Research) Skills: Computer Use +5, Craft (Chemical) +7, Craft (Electrical) +8, Demolitions +3, Disable Device +5, Investigate +6, Knowledge (Arcane Lore) +3, Knowledge (earth and life sciences) +6, knowledge (physical sciences) +8, Knowledge (popular culture) +3, Knowledge (technology) +9, Profession +3, Read/Write English, Read/Write (any one), Research +5, Search +3, Speak English, Speak (any two), Treat Injury +4. Feats: Builder, Educated (knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency. Possessions: AIM Monstrosity Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines [B]Mid Level AIM Monstrosity (Smart Ord 3/Dedicated Ord 3)[/B] CR 7; Size: Medium-sized Human; HD: 3d6-3 plus 3d6-3 +20; hp 35 Mas: 8 Init: +1 Speed: 35 ft Defense: 17, Touch 14, flat-footed 16 (+2 Armour, +1 Dex, +3 Class +1 Natural) BAB: +3 Grapple: +3 Attack: +5 melee slam (1d8+2), or +4 ranged (2d8 coilgun pistol) Full Attack: +5 melee slam (1d8+2), or +4 ranged (2d8 coilgun pistol) Special Attacks: Special Qualities: Scientific Improvisation, Experimental Weapon Proficiency, enlarged form, sudden evolution, growth spurt FS: 5 ft by 5 ft Reach: 5 ft Allegiance: AIM Saves: Fort +3, Ref +4, Will +6. Action Points: 0 Rep: +2 Abilities: Str 14, Dex 12, Con 10, Int 14, Wis 14, Cha 11 Occupation: Technician (bonus class skills Craft: electronic, Knowledge: technology, Research) Skills: Computer Use +8, Craft (Chemical) +10, Craft (Electrical) +14, Demolitions +6, Disable Device +8, Investigate +6, Jump +5, Knowledge (Arcane Lore) +8, Knowledge (earth and life sciences) +10, knowledge (physical sciences) +13, Knowledge (popular culture) +4, Knowledge (technology) +14, Profession +5, Read/Write English, Read/Write (any one), Research +8, Search +5, Speak English, Speak (any two), Treat Injury +5. Feats: Builder, Cautious, Educated (Knowledge: physical sciences, Knowledge: technology), Simple Weapons Proficiency, Personal Firearms Proficiency Possessions: AIM Monstrosity Uniform, lab kit (appropriate to field of expertise), pad computer (size of tablet, equivalent of high end desktop with wireless communications), cell phone, coilgun pistol, 3 magazines [B]Scientific Improvisation[/B] AIM members may specialize in difference fields, but all have some familiarity in multiple fields and can improvise solutions and tools quickly. The AIM member can spend a full round action by combining common objects with a Craft check that corresponds to the function desired. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function. However this item is single use, or lasts for a number of rounds equals to the AIM member's level then breaks and the parts are useless. [B]Experimental Weapon Proficiency[/B] AIM creates a large array of experimental devices and weapons, some are put into mass production for AIM members, and some are one offs. The AIM member is proficient in any mass produced AIM weapons, and up to 1 + Int modifier weapons the AIM member has built themselves. If the AIM member has maxed out their number of weapons they have built, they can replace one by spending 1 full minute studying the weapon in detail, undisturbed to replace one weapon they have developed and were proficient with. [B]Enlarged Form[/B] The recipient is considered large when it is advantageous, such as for grapples, trips and carrying capacity. [B]Sudden Evolution[/B] As a move equivalent action, the recipient can inject chemicals and trigger a response in their body that improves their body's defenses. Gains an additional +1 Natural Armour bonus to Defense and DR 3, the slam attack deals 2d6 damage instead of 1d8, +4 to all saves for 1d6 + Con modifier rounds. Can not be used at the same time as Growth Spurt [B]Growth Spurt[/B] As a move equivalent action, the recipient can inject chemicals and trigger a response in their body to enhance it further. Gains +4 to Str, Fast Heal 5, lasts for 1d6 + Con modifier rounds. Can not be used at the same time as Sudden Evolution. [B]Slam[/B] The recipient gains a slam attack dealing 1d8 plus Str modifier damage [B][SIZE=6]AIM Monstrosity Uniform[/SIZE][/B] This uniform was developed for use by the Monstrosity, with large chemical storage for use in triggering its abilities, as well as extra chemicals that can be useful from healing chemicals, anti-toxins, combat enhancement drugs. [B]A.I.M. Monstrosity Armour (PL 5, Light Armour Proficiency)[/B] Type: Light Equipment Bonus: +2 Nonprof. Bonus: +1 Str Bonus: 0 Nonprof Str Bonus: 0 Max Dex: +4 Armour Penalty: -0 Speed (30 ft): 30 ft Weight: 10 lbs Purchase DC: 19 Restriction: Mil (+3) Aim +0 Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, NBC protection +4 Fort save against radiation, chemicals poisons/diseases. Reduce damage from energy weapons by 2 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage). Contains all the chemicals the Monstrosity needs for their abilities for a week before needing refilling (PDC 10), plus can contain 20 doses of up to 5 different chemicals, usually a mix of anti-toxins, healing chemicals, combat enhancement drugs or others as per assignment. AIM members do not require proficiency as the suit is similar to their hazmat and safety suits. [/QUOTE]
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