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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8392437" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Mutant Growth Hormone</span></strong></p><p></p><p>Mutant Growth Hormone, or MGH, is a drug made from hormones and tissues made from mutants, or other beings that have had significant changes to their genetic make up. Upon taking this drug, either a tablet or an injection, the recipient gains powers based on the source of that drug, such as Banshee MGH grants the ability to release a damaging sonic scream. Other sources can grant other powers such as enhanced healing, flight, etc.</p><p>If a mutant or other super powered being that had their genetic make altered that takes MGH will have their own powers greatly enhanced, regardless of the source of the MGH and it's powers.</p><p>MGH 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, or other being with modified genetic makeup, takes the drug, any mutant powers they have are enhanced. Abilities with variable results (for example 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>MGH 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 MGH again, the Will save to prevent addiction is the same as when they last used MGH +5.</p><p>Weight: 1 dose is 12 oz.</p><p>PDC: 30</p><p>Res: Illegal +5</p><p></p><p>Examples of MGH</p><p><span style="font-size: 22px"><strong>Dazzler</strong></span></p><p>This MGH is derived from a mutant named Dazzler with the ability to convert sound into light. Create dazzling flashes, even low powered lasers. The recipient gains sonic resistance 5, and a sound pool of 10 + Con modifier. Loud sounds such as more than 15 people talking, 1d4+2 people talking loudly or yelling, large vehicle or industrial equipment running within 30 feet grant +1 sound pool points per round. Sound created by gun fire, melee combat of at least 5 people, aircraft engines within 30 feet grant +2 sound points per round. Sonic attacks within 30 feet grant +1 sound pool points per die of damage. Recipient can't have more than triple their Con in sound pool points stored, and any excess dissipates at a rate of 2 points per round.</p><p>The recipient can use the points to create several effects:</p><p><strong>Create Light</strong> - for 1 point per round can create a light source that fills a 20 ft radius like a standard lantern, as a move equivalent action, lasts for 1 +Con modifier rounds, minimum 1 round.</p><p><strong>Blinding Flash</strong> - for 2 points the recipient and create a bright blinding affecting a 10 foot radius, forcing all but the recipient to make a Reflex save DC 10 + recipient's Con modifier, or be dazed for 2 rounds. Can be used as a standard action, or as an attack of opportunity.</p><p><strong>Laser</strong> - for 6 points the recipient can create a concentrated beam of light like a laser, dealing 2d6 points of fire damage, 20x2 critical, 40 ft range increment, as part of an attack action. Can increase damage by +1 die for +3 points.</p><p><strong>Distort</strong> - for 4 points, as a standard action, the recipient can distort the air round them by refracting light, gaining the benefits of the Blur spell for 3 rounds, +1 round per +2 addition points. Gains one-half concealment (20% miss chance).</p><p><strong>Protection</strong> - for 8 points the recipient gains some protection from light based attacks for 5 rounds +1 round per +3 points. The recipient gains +5 bonus against any light based attacks that might blind or daze them, such as daze spell, flash bangs, etc. Against light based attacks, such as lasers, gains resistance 5.</p><p></p><p><strong><span style="font-size: 22px">Burn MGH</span></strong></p><p>This MGH is derived from mutants with pyrokinesis abilities. The user can engulf themselves in flames for 5 + Con modifier rounds at a time before requiring a 10 round cool down period. While engulfed in flames, gains a +2 Deflection bonus to Defense, immune to fire attacks (doesn't include laser or light based attacks that deal fire damage), and takes half damage from cold damage attacks. The recipient can launch, as an attack, a ball of fire dealing 1d6 fire damage, 20x2, 30 ft range increment, at any time, but while engulfed in flames, this fire ball deals 3d6 fire damage with a range of 60 ft.</p><p>Recipients who use Burn have a 25% chance that the source of the Burn MGH will grant them fly speed 60, average maneuverability, while engulfed.</p><p></p><p><strong><span style="font-size: 22px">Feral</span></strong></p><p>This MGH is derived from mutants with animal traits, or those displaying more primitive qualities, granting enhanced physical abilities, but slightly reduced mental abilities. While under the influence of Feral, The recipient gains enhanced strength, senses, stamina, agility, speed and healing, as well as resistance to psionic abilities, gaining a +4 to all saves against psionic attacks or abilities. However the recipient also suffers -2 to Int and Cha, suffers -5 to any complex skills, although can use craft skills but only to make simple items. They see things as more simplistic, and more prone to flight or fight responses in a situation, such as when surprised would instinctively either flee quickly, or lash out violently initially.</p><p></p><p><strong>Enhanced Strength (Ex)</strong> +2 Str</p><p>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.</p><p></p><p><strong>Enhanced Senses (Ex)</strong></p><p>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.</p><p></p><p><strong>Enhanced Stamina (Ex)</strong></p><p>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.</p><p></p><p><strong>Enhanced Agility (Ex)</strong> +2 Dex</p><p>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.</p><p></p><p><strong>Enhanced Speed (Ex)</strong></p><p>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).</p><p></p><p><strong>Enhanced Healing (Ex)</strong></p><p>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.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8392437, member: 6668634"] [B][SIZE=7]Mutant Growth Hormone[/SIZE][/B] Mutant Growth Hormone, or MGH, is a drug made from hormones and tissues made from mutants, or other beings that have had significant changes to their genetic make up. Upon taking this drug, either a tablet or an injection, the recipient gains powers based on the source of that drug, such as Banshee MGH grants the ability to release a damaging sonic scream. Other sources can grant other powers such as enhanced healing, flight, etc. If a mutant or other super powered being that had their genetic make altered that takes MGH will have their own powers greatly enhanced, regardless of the source of the MGH and it's powers. MGH 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, or other being with modified genetic makeup, takes the drug, any mutant powers they have are enhanced. Abilities with variable results (for example 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. MGH 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 MGH again, the Will save to prevent addiction is the same as when they last used MGH +5. Weight: 1 dose is 12 oz. PDC: 30 Res: Illegal +5 Examples of MGH [SIZE=6][B]Dazzler[/B][/SIZE] This MGH is derived from a mutant named Dazzler with the ability to convert sound into light. Create dazzling flashes, even low powered lasers. The recipient gains sonic resistance 5, and a sound pool of 10 + Con modifier. Loud sounds such as more than 15 people talking, 1d4+2 people talking loudly or yelling, large vehicle or industrial equipment running within 30 feet grant +1 sound pool points per round. Sound created by gun fire, melee combat of at least 5 people, aircraft engines within 30 feet grant +2 sound points per round. Sonic attacks within 30 feet grant +1 sound pool points per die of damage. Recipient can't have more than triple their Con in sound pool points stored, and any excess dissipates at a rate of 2 points per round. The recipient can use the points to create several effects: [B]Create Light[/B] - for 1 point per round can create a light source that fills a 20 ft radius like a standard lantern, as a move equivalent action, lasts for 1 +Con modifier rounds, minimum 1 round. [B]Blinding Flash[/B] - for 2 points the recipient and create a bright blinding affecting a 10 foot radius, forcing all but the recipient to make a Reflex save DC 10 + recipient's Con modifier, or be dazed for 2 rounds. Can be used as a standard action, or as an attack of opportunity. [B]Laser[/B] - for 6 points the recipient can create a concentrated beam of light like a laser, dealing 2d6 points of fire damage, 20x2 critical, 40 ft range increment, as part of an attack action. Can increase damage by +1 die for +3 points. [B]Distort[/B] - for 4 points, as a standard action, the recipient can distort the air round them by refracting light, gaining the benefits of the Blur spell for 3 rounds, +1 round per +2 addition points. Gains one-half concealment (20% miss chance). [B]Protection[/B] - for 8 points the recipient gains some protection from light based attacks for 5 rounds +1 round per +3 points. The recipient gains +5 bonus against any light based attacks that might blind or daze them, such as daze spell, flash bangs, etc. Against light based attacks, such as lasers, gains resistance 5. [B][SIZE=6]Burn MGH[/SIZE][/B] This MGH is derived from mutants with pyrokinesis abilities. The user can engulf themselves in flames for 5 + Con modifier rounds at a time before requiring a 10 round cool down period. While engulfed in flames, gains a +2 Deflection bonus to Defense, immune to fire attacks (doesn't include laser or light based attacks that deal fire damage), and takes half damage from cold damage attacks. The recipient can launch, as an attack, a ball of fire dealing 1d6 fire damage, 20x2, 30 ft range increment, at any time, but while engulfed in flames, this fire ball deals 3d6 fire damage with a range of 60 ft. Recipients who use Burn have a 25% chance that the source of the Burn MGH will grant them fly speed 60, average maneuverability, while engulfed. [B][SIZE=6]Feral[/SIZE][/B] This MGH is derived from mutants with animal traits, or those displaying more primitive qualities, granting enhanced physical abilities, but slightly reduced mental abilities. While under the influence of Feral, The recipient gains enhanced strength, senses, stamina, agility, speed and healing, as well as resistance to psionic abilities, gaining a +4 to all saves against psionic attacks or abilities. However the recipient also suffers -2 to Int and Cha, suffers -5 to any complex skills, although can use craft skills but only to make simple items. They see things as more simplistic, and more prone to flight or fight responses in a situation, such as when surprised would instinctively either flee quickly, or lash out violently initially. [B]Enhanced Strength (Ex)[/B] +2 Str 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. [B]Enhanced Senses (Ex)[/B] 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. [B]Enhanced Stamina (Ex)[/B] 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. [B]Enhanced Agility (Ex)[/B] +2 Dex 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. [B]Enhanced Speed (Ex)[/B] 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). [B]Enhanced Healing (Ex)[/B] 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. [/QUOTE]
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