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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8949456" data-attributes="member: 6668634"><p><span style="font-size: 26px"><strong>Forgotten (C&C)</strong></span></p><p>The Forgotten are human mutants that survive exposure to Tiberium. They are larger, stronger and some might have other abilities, than humans, but have several crystal growths over their bodies. Most of humanity avoids and shuns the Forgotten, partly due to the possibly of them spreading Tiberium poisoning to those who are not immune to Tiberium. The Forgotten, while immune to Tiberium poisoning also heal when exposed to Tiberium, making their home in the Tiberium fields the perfect location for them, and most just want to be left alone.</p><p>While many live nomadic or semi nomadic lives within the fields, there are some large settlements around abandoned NOD or GDI bases within large Tiberium fields. Most Forgotten are just ordinary people trying to survive in their nomadic lives, or in the few permanent settlements. Some are marauders that raid other Forgotten groups, but those are rare, mostly raiding outsiders that travel through Tiberium fields, or settlements and bases outside the fields for supplies and materials they can't find within the fields. Over the years the Forgotten had worked with, and been taken advantage of by both GDI and NOD, although many Forgotten are more willing to work with GDI than NOD as NOD had kidnapped, experimented and turned members into their cyborgs.</p><p>Forgotten, if one can win their trust, or purchase their services, make excellent guides and combatants within Tiberium filled areas, as they are immune and are healed by the substance that make their territories. In Coreline, Forgotten live in several Tiberium fields, and work to keep it within a certain size, preventing it from growing beyond their borders so they have a home that everyone else stays out of, after the defeat of NOD which they provided assistance. The largest Forgotten settlement on Coreline Earth is run by an Alternate Tratos that wasn't killed by NOD agents in Australia, built from the a combination of GDI and NOD buildings and salvaged vehicles from the battle. The settlement has 3 generation 3 Tiberium refineries with a large number of silos to hold the refined materials that they sell and trade for resources they can't get within the Tiberium field. Their harvesters concentrate around the edges of the field to keep it from growing further. They also strive to keep Tiberium mutated animals from wandering outside of the fields to the best of their abilities, and provide escort for scientists studying the mutated life, such as the Tiberium Razorbacks and Tiberium Cassowaries.</p><p>Outside of the Tiberium fields on Coreline Earth, some Forgotten can be found on other planets with Tiberium concentrations, or serving in some militaries as soldiers that work in hazardous areas, or research ships and stations studying Tiberium and its effects. To function outside of Tiberium fields without contaminating those around them with Tiberium radiation, with the use of containment suits, armour and environmental shielding. A group of 20 Forgotten scientists are working with the Federation of United Planets scientists in studying an uninhabited planet that has a small, but growing Tiberium presence.</p><p></p><p><strong><span style="font-size: 22px">Tiberium Mutant Template</span></strong></p><p>Tiberium Mutants are people who have suffered Tiberium poisoning and survived, with growths of Tiberium crystals out of their body. Their body has adapted to survive and thrive within Tiberium affected areas. Most Tiberium mutants gain increased strength, robust health, some resistance to damage, and even some strange additional abilities, but they appearance is altered and the emit low levels of Tiberium poison radiation. Most Tiberium mutants are humans, although other races have been discovered, but are fewer in numbers.</p><p></p><p><strong>Racial Traits:</strong></p><p><strong>Ability Modifiers:</strong> +2 Strength, -2 Dexterity, +2 Constitution, -2 Charisma. Tiberium mutants are stronger and heartier than others of their race, but due to the Tiberium crystals, their not quite as agile or flexible, and their appearance is altered and are shunned by most people.</p><p>Size: Most mutants are medium size, but if another race of a different size suffers Tiberium poisoning and becomes a mutant, the mutant remains the same size.</p><p><strong>Speed:</strong> Tiberium mutants base land speed is 30 feet, unless their base race is has different speed.</p><p><strong>Tiberium Immunity:</strong> Tiberium mutants, after becoming a mutant, are immune to Tiberium poisoning, the radiation it produces, effects of Tiberium gas, and damage from weapons made of Tiberium. They can even see through Tiberium gas as if it wasn't there, although it does make anything within the field, or they view on the other side of a Tiberium gas cloud has a light green tint.</p><p><strong>Tiberium Healing:</strong> Tiberium mutants are healed by Tiberium. While in a Tiberium field gain Fast Heal 2 and for 1d4+1 rounds afterwards, while in a cloud of Tiberium gas and breath it in, gain Fast Heal 5 for as long as they are in the cloud and 1 round afterwards. If attacked with a weapon made of Tiberium (stabbed by Tiberium crystal, or shot with a bullet made of Tiberium, etc), they don't suffer any damage, but are healed half the damage the attack would have done.</p><p><strong>Resistance:</strong> Thanks to the growths of crystals on their bodies, Tiberium mutants gain Damage Resistance 1d4 (set at the time of creation) which can stack with other forms of Damage Reduction from classes. They also have +1 Natural Defense bonus to Defense.</p><p><strong>Tiberium Poison:</strong> Tiberium mutants emit a low level of Tiberium poison and radiation equivalent to exposure to a Tiberium crystal on contact to anyone touching them or within 1 foot of them.</p><p><strong>Reputation:</strong> Tiberium mutants are feared due to having been mutated by Tiberium and can poison those around them. Gain a +1 bonus to Reputation, and suffer -1 to Cha related skills interacting to those who are not Tiberium mutants.</p><p><strong>Tiberium Abilities:</strong> Tiberium mutants sometimes develop unusual abilities due to their Tiberium poisoning and it modifying their DNA. Tiberium mutants have a 25% chance to develop a special ability, roll on table below.</p><p><strong>ECL:</strong> +2 or +3 if has a Tiberium Ability.</p><p></p><p><strong><span style="font-size: 18px">Tiberium Ability</span></strong></p><table style='width: 100%'><tr><td>Roll</td><td>Ability</td></tr><tr><td>1</td><td>Crystal Armour</td></tr><tr><td>2</td><td>Launch Crystal Shard</td></tr><tr><td>3</td><td>Grow Crystal</td></tr><tr><td>4</td><td>Tiberium Gas</td></tr><tr><td>5</td><td>Combat Frenzy</td></tr><tr><td>6</td><td>Shard Burst</td></tr><tr><td>7</td><td>Energy Blast</td></tr><tr><td>8</td><td>Growth</td></tr><tr><td>9</td><td>Chameleon</td></tr><tr><td>10</td><td>Select 2 Abilities</td></tr></table><p></p><p><strong>Crystal Armour </strong>- The Tiberium Mutant has more crystal growths, providing improved protection against attacks. Gains +4 to Natural Defense, increase Damage Resistance by 1, gains Energy (Fire) Resistance 3 against lasers and light based weapons, but suffers -1 to Dex and -5 feet to speed. Sonic damage deals 50% more damage to the Tiberium mutant, and must have custom made clothing to fit them.</p><p><strong>Launch Crystal Shard</strong> - The Tiberium Mutant has large growths of Tiberium crystals on their arm, or even the lower half of the arm replaced with a large cluster of crystals, completely replacing their hand, and are able to launch a shard of Tiberium crystal as a ranged attack, dealing 1d4 points of piercing damage, 20x2, with a range increment of 30 feet, out to 10 increments, plus deals Tiberium poisoning damage of Tiberium Crystal injury method. Able to fire up to 15 crystals, before regrowing at a rate of 1+ Con modifier crystals per hour, minimum of 1. If the whole hand is replaced by a cluster of crystals, the damage is 1d6 points of damage and has 20 crystals, regrowing at a rate of 1+ one-half (round down) Con modifier crystals per hour, minimum of 1.</p><p><strong>Grow Crystal </strong>- The Tiberium mutant is able to grow the crystals on their body to make melee weapons or a form of defense. Can grow knife-like blades from back of hand dealing 1d4 piercing damage, 20x2 takes 1 round. Short sword-like growths from back of hand/wrist dealing 1d6 points of piercing or slashing damage, 19-20x2, takes 2 rounds. Large bludgeon growth on hand dealing 1d8 bludgeoning damage, 20x2, takes 3 rounds. Small but sharp spikes around the body takes 2 rounds, any unarmed strikes or anyone touching the mutant suffers 1 point of piercing damage, while grappling deals 1d4 points of damage, takes 2 rounds. Increased armour granting +2 Natural Defense takes 4 rounds. All crystal growths last for 1 + Con modifier hours or if dismissed by the mutant, which then crumbles to dust, and all damage has Tiberium Crystal injury poison. If the mutant suffers more than 20 points of sonic damage from a single attack, the crystal item formed shatters.</p><p><strong>Tiberium Gas</strong> - The mutant can release a cloud of Tiberium gas as a full round action, filling a 10 foot radius burst around itself, cloud lasts for 5 minutes if there is no wind. Any creature in the cloud is immediately exposed to Tiberium gas and is suffering from Tiberium exposure. If the mutant moves out of the cloud, Tiberium gas lingers to it and for 1d4 rounds any creature within melee range of the mutant is exposed to Tiberium gas exposure. The mutant can release this cloud of Tiberium gas 1 + Con modifier times per day.</p><p><strong>Combat Frenzy</strong> - The mutant can enter a combat frenzy by releasing a Tiberium altered version of adrenaline, as a free action on their turn. The mutant gains +6 to Strength, +4 Con, unarmed melee strikes deal 1d6 bludgeoning damage, and gain +20 ft to their speed. They suffer -4 to Defense, can't make use of ranged weapons and must make melee attacks, can't tell friend from foe, except won't attack any Tiberium mutant unless there is no other viable target within 100 feet, or they attack the Tiberium mutant. The frenzy lasts 2 + new Con Modifier rounds, usable Con modifier, minimum of once per day. After the frenzy, the mutant is exhausted.</p><p><strong>Shard Burst</strong> - The mutant can release multiple shards of tiberium crystals in a burst around itself as a full round action, filling a 10 foot radius centered on itself, dealing 1d4 piercing damage plus targets struck must save against Tiberium poisoning (injury) and exposure, and must make new saves against Tiberium poisoning every minute the shard is left in the target. Removing the shard requires a Treat Injury check DC 18 and 5 minutes of work to remove the shard safely. Targets can make a Reflex save DC 11 + Con Modifier for half damage. The fired shards that don't strike anything have a 50% chance of not shattering and can be collected, but are hazardous as they are Tiberium crystals, about 1 inch long, three quarters of an inch across. The mutant can use this ability 1 + Con modifier times per day.</p><p><strong>Energy Blast</strong> - The mutant can release an energy beam from the crystals on its arm, or head (users choice at time of creature) as ranged touch attack, dealing half fire (laser) and half electricity damage, dealing 1d6 points of damage, 20x2, with a range increment of 20 feet. The mutant can fire the beam 15 times, before recharging 1 + Con modifier blasts per hour.</p><p><strong>Growth</strong> - The mutant is able to trigger modified hormones and adrenaline to allow their body to grow in size to one size category larger as a move equivalent action, will gain a +4 bonus to Strength and Constitution plus increased hit points from increased Con plus 30 temporary hit points, depleted first, 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.</p><p><strong>Chameleon</strong> - The crystals on the mutant is able to blur and bend light around the mutant. As a standard action the mutant can blend in with their surroundings, gaining a +10 bonus to Hide if motionless, +5 if moving at 15 feet per round or slower. If moving at 20 feet or faster, gains a 10% miss chance as the mutant's outline is blurred.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8949456, member: 6668634"] [SIZE=7][B]Forgotten (C&C)[/B][/SIZE] The Forgotten are human mutants that survive exposure to Tiberium. They are larger, stronger and some might have other abilities, than humans, but have several crystal growths over their bodies. Most of humanity avoids and shuns the Forgotten, partly due to the possibly of them spreading Tiberium poisoning to those who are not immune to Tiberium. The Forgotten, while immune to Tiberium poisoning also heal when exposed to Tiberium, making their home in the Tiberium fields the perfect location for them, and most just want to be left alone. While many live nomadic or semi nomadic lives within the fields, there are some large settlements around abandoned NOD or GDI bases within large Tiberium fields. Most Forgotten are just ordinary people trying to survive in their nomadic lives, or in the few permanent settlements. Some are marauders that raid other Forgotten groups, but those are rare, mostly raiding outsiders that travel through Tiberium fields, or settlements and bases outside the fields for supplies and materials they can't find within the fields. Over the years the Forgotten had worked with, and been taken advantage of by both GDI and NOD, although many Forgotten are more willing to work with GDI than NOD as NOD had kidnapped, experimented and turned members into their cyborgs. Forgotten, if one can win their trust, or purchase their services, make excellent guides and combatants within Tiberium filled areas, as they are immune and are healed by the substance that make their territories. In Coreline, Forgotten live in several Tiberium fields, and work to keep it within a certain size, preventing it from growing beyond their borders so they have a home that everyone else stays out of, after the defeat of NOD which they provided assistance. The largest Forgotten settlement on Coreline Earth is run by an Alternate Tratos that wasn't killed by NOD agents in Australia, built from the a combination of GDI and NOD buildings and salvaged vehicles from the battle. The settlement has 3 generation 3 Tiberium refineries with a large number of silos to hold the refined materials that they sell and trade for resources they can't get within the Tiberium field. Their harvesters concentrate around the edges of the field to keep it from growing further. They also strive to keep Tiberium mutated animals from wandering outside of the fields to the best of their abilities, and provide escort for scientists studying the mutated life, such as the Tiberium Razorbacks and Tiberium Cassowaries. Outside of the Tiberium fields on Coreline Earth, some Forgotten can be found on other planets with Tiberium concentrations, or serving in some militaries as soldiers that work in hazardous areas, or research ships and stations studying Tiberium and its effects. To function outside of Tiberium fields without contaminating those around them with Tiberium radiation, with the use of containment suits, armour and environmental shielding. A group of 20 Forgotten scientists are working with the Federation of United Planets scientists in studying an uninhabited planet that has a small, but growing Tiberium presence. [B][SIZE=6]Tiberium Mutant Template[/SIZE][/B] Tiberium Mutants are people who have suffered Tiberium poisoning and survived, with growths of Tiberium crystals out of their body. Their body has adapted to survive and thrive within Tiberium affected areas. Most Tiberium mutants gain increased strength, robust health, some resistance to damage, and even some strange additional abilities, but they appearance is altered and the emit low levels of Tiberium poison radiation. Most Tiberium mutants are humans, although other races have been discovered, but are fewer in numbers. [B]Racial Traits: Ability Modifiers:[/B] +2 Strength, -2 Dexterity, +2 Constitution, -2 Charisma. Tiberium mutants are stronger and heartier than others of their race, but due to the Tiberium crystals, their not quite as agile or flexible, and their appearance is altered and are shunned by most people. Size: Most mutants are medium size, but if another race of a different size suffers Tiberium poisoning and becomes a mutant, the mutant remains the same size. [B]Speed:[/B] Tiberium mutants base land speed is 30 feet, unless their base race is has different speed. [B]Tiberium Immunity:[/B] Tiberium mutants, after becoming a mutant, are immune to Tiberium poisoning, the radiation it produces, effects of Tiberium gas, and damage from weapons made of Tiberium. They can even see through Tiberium gas as if it wasn't there, although it does make anything within the field, or they view on the other side of a Tiberium gas cloud has a light green tint. [B]Tiberium Healing:[/B] Tiberium mutants are healed by Tiberium. While in a Tiberium field gain Fast Heal 2 and for 1d4+1 rounds afterwards, while in a cloud of Tiberium gas and breath it in, gain Fast Heal 5 for as long as they are in the cloud and 1 round afterwards. If attacked with a weapon made of Tiberium (stabbed by Tiberium crystal, or shot with a bullet made of Tiberium, etc), they don't suffer any damage, but are healed half the damage the attack would have done. [B]Resistance:[/B] Thanks to the growths of crystals on their bodies, Tiberium mutants gain Damage Resistance 1d4 (set at the time of creation) which can stack with other forms of Damage Reduction from classes. They also have +1 Natural Defense bonus to Defense. [B]Tiberium Poison:[/B] Tiberium mutants emit a low level of Tiberium poison and radiation equivalent to exposure to a Tiberium crystal on contact to anyone touching them or within 1 foot of them. [B]Reputation:[/B] Tiberium mutants are feared due to having been mutated by Tiberium and can poison those around them. Gain a +1 bonus to Reputation, and suffer -1 to Cha related skills interacting to those who are not Tiberium mutants. [B]Tiberium Abilities:[/B] Tiberium mutants sometimes develop unusual abilities due to their Tiberium poisoning and it modifying their DNA. Tiberium mutants have a 25% chance to develop a special ability, roll on table below. [B]ECL:[/B] +2 or +3 if has a Tiberium Ability. [B][SIZE=5]Tiberium Ability[/SIZE][/B] [TABLE] [TR] [TD]Roll[/TD] [TD]Ability[/TD] [/TR] [TR] [TD]1[/TD] [TD]Crystal Armour[/TD] [/TR] [TR] [TD]2[/TD] [TD]Launch Crystal Shard[/TD] [/TR] [TR] [TD]3[/TD] [TD]Grow Crystal[/TD] [/TR] [TR] [TD]4[/TD] [TD]Tiberium Gas[/TD] [/TR] [TR] [TD]5[/TD] [TD]Combat Frenzy[/TD] [/TR] [TR] [TD]6[/TD] [TD]Shard Burst[/TD] [/TR] [TR] [TD]7[/TD] [TD]Energy Blast[/TD] [/TR] [TR] [TD]8[/TD] [TD]Growth[/TD] [/TR] [TR] [TD]9[/TD] [TD]Chameleon[/TD] [/TR] [TR] [TD]10[/TD] [TD]Select 2 Abilities[/TD] [/TR] [/TABLE] [B]Crystal Armour [/B]- The Tiberium Mutant has more crystal growths, providing improved protection against attacks. Gains +4 to Natural Defense, increase Damage Resistance by 1, gains Energy (Fire) Resistance 3 against lasers and light based weapons, but suffers -1 to Dex and -5 feet to speed. Sonic damage deals 50% more damage to the Tiberium mutant, and must have custom made clothing to fit them. [B]Launch Crystal Shard[/B] - The Tiberium Mutant has large growths of Tiberium crystals on their arm, or even the lower half of the arm replaced with a large cluster of crystals, completely replacing their hand, and are able to launch a shard of Tiberium crystal as a ranged attack, dealing 1d4 points of piercing damage, 20x2, with a range increment of 30 feet, out to 10 increments, plus deals Tiberium poisoning damage of Tiberium Crystal injury method. Able to fire up to 15 crystals, before regrowing at a rate of 1+ Con modifier crystals per hour, minimum of 1. If the whole hand is replaced by a cluster of crystals, the damage is 1d6 points of damage and has 20 crystals, regrowing at a rate of 1+ one-half (round down) Con modifier crystals per hour, minimum of 1. [B]Grow Crystal [/B]- The Tiberium mutant is able to grow the crystals on their body to make melee weapons or a form of defense. Can grow knife-like blades from back of hand dealing 1d4 piercing damage, 20x2 takes 1 round. Short sword-like growths from back of hand/wrist dealing 1d6 points of piercing or slashing damage, 19-20x2, takes 2 rounds. Large bludgeon growth on hand dealing 1d8 bludgeoning damage, 20x2, takes 3 rounds. Small but sharp spikes around the body takes 2 rounds, any unarmed strikes or anyone touching the mutant suffers 1 point of piercing damage, while grappling deals 1d4 points of damage, takes 2 rounds. Increased armour granting +2 Natural Defense takes 4 rounds. All crystal growths last for 1 + Con modifier hours or if dismissed by the mutant, which then crumbles to dust, and all damage has Tiberium Crystal injury poison. If the mutant suffers more than 20 points of sonic damage from a single attack, the crystal item formed shatters. [B]Tiberium Gas[/B] - The mutant can release a cloud of Tiberium gas as a full round action, filling a 10 foot radius burst around itself, cloud lasts for 5 minutes if there is no wind. Any creature in the cloud is immediately exposed to Tiberium gas and is suffering from Tiberium exposure. If the mutant moves out of the cloud, Tiberium gas lingers to it and for 1d4 rounds any creature within melee range of the mutant is exposed to Tiberium gas exposure. The mutant can release this cloud of Tiberium gas 1 + Con modifier times per day. [B]Combat Frenzy[/B] - The mutant can enter a combat frenzy by releasing a Tiberium altered version of adrenaline, as a free action on their turn. The mutant gains +6 to Strength, +4 Con, unarmed melee strikes deal 1d6 bludgeoning damage, and gain +20 ft to their speed. They suffer -4 to Defense, can't make use of ranged weapons and must make melee attacks, can't tell friend from foe, except won't attack any Tiberium mutant unless there is no other viable target within 100 feet, or they attack the Tiberium mutant. The frenzy lasts 2 + new Con Modifier rounds, usable Con modifier, minimum of once per day. After the frenzy, the mutant is exhausted. [B]Shard Burst[/B] - The mutant can release multiple shards of tiberium crystals in a burst around itself as a full round action, filling a 10 foot radius centered on itself, dealing 1d4 piercing damage plus targets struck must save against Tiberium poisoning (injury) and exposure, and must make new saves against Tiberium poisoning every minute the shard is left in the target. Removing the shard requires a Treat Injury check DC 18 and 5 minutes of work to remove the shard safely. Targets can make a Reflex save DC 11 + Con Modifier for half damage. The fired shards that don't strike anything have a 50% chance of not shattering and can be collected, but are hazardous as they are Tiberium crystals, about 1 inch long, three quarters of an inch across. The mutant can use this ability 1 + Con modifier times per day. [B]Energy Blast[/B] - The mutant can release an energy beam from the crystals on its arm, or head (users choice at time of creature) as ranged touch attack, dealing half fire (laser) and half electricity damage, dealing 1d6 points of damage, 20x2, with a range increment of 20 feet. The mutant can fire the beam 15 times, before recharging 1 + Con modifier blasts per hour. [B]Growth[/B] - The mutant is able to trigger modified hormones and adrenaline to allow their body to grow in size to one size category larger as a move equivalent action, will gain a +4 bonus to Strength and Constitution plus increased hit points from increased Con plus 30 temporary hit points, depleted first, 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. [B]Chameleon[/B] - The crystals on the mutant is able to blur and bend light around the mutant. As a standard action the mutant can blend in with their surroundings, gaining a +10 bonus to Hide if motionless, +5 if moving at 15 feet per round or slower. If moving at 20 feet or faster, gains a 10% miss chance as the mutant's outline is blurred. [/QUOTE]
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