(D20Mod) MSF: Moreau Strike Force: Short A., morrolan, f.guy, F.Dog, Argent S.


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ShortAssassin said:
6, 24, and 30.

6) Heightened Attribute: The character with this mutation has heightened capabilities in one of the three physical attributes. Strength,
Dexterity, or Constitution receive a permanent +6 with all the applicable bonuses.

24) Misc Physical: Horns/Spikes Unarmed damage = d8

30) Regeneration: The mutant with this ability has an accelerated rate of healing. In fact the mutant is constantly converting
1Hp/round reserve point to replace lost hit points and gains 1HP/hour in reserve hit points. Crippling injuries or
lost limbs, all can be healed over time. Even brain or nerve damage can be healed, but lost memories due to
brain damage can never be regenerated and are lost for good. In addition a creature with this form is immune to
paralysis and shape changing or degenerating environmental effects such as radiation, etc. He may add his
Wisdom when saving against poison effects. Medical drugs have no effect on this character unless he fails his
Fort save.
 

Festy_Dog said:
We have: 89, 46, and 56.

89) Molecular Sense: Range: Touch Number: 1 Object
Duration: - Use: 1/day/2 levels
Damage: - Prerequisite: -
A mutant with this ability may sense the molecular make-up of an object which can garner information such as,
what type of technology it uses, its material strength, if it is booby trapped or broken, how much power or uses
reside in it. In addition the user gains a +3 to Knowledge, Technology(identify relic) skill.

46) Heightened Attribute: The character with this mutation has heightened capabilities in one of the three physical attributes. Strength,
Dexterity, or Constitution receive a permanent +4 with all the applicable bonuses.

56)Telekinetic Flight: Range: - Number: -
Duration: 1 hour/2 Wis points Use: 1/day
Damage: - Prerequisite: -
User has the ability to fly through air or water at a rate of 2Xnormal move rate. He can carry with him 5XWis in
kilograms. He is not able to perform any other mental attacks while doing so.
 
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Argent Silvermage said:
I'm strange. 1, 50, 100

1) Ballistic Attack: Range: Wis+Level in ft. Number: 1 opponent
Duration: 1 round/4 levels Use: 1/day/3 levels
Damage: Wis Prerequisite: -
User’s ability causes small objects littering the area to telekinetically animate and attack the mutants opponent.
Opponent may attempt a Dex save for half damage.


50) Life Drain: Range: Wis+Level in ft. Number: All within range
Duration: 2 round+1/2 levels Use: 1/day/2 levels
Damage: WisX1/4 Prerequisite: -
This power allows the mutant to drain Hp’s from friend or foe alike within range of his power. These Hp’s are
added to the mutants total Hp’s for the duration. All damage comes from the stolen Hp’s first.


100)Leach: Range: Touch Number: 1 target
Duration: 1round/level Use: 1/day/3 levels
Damage: 1d8+Wis bonus Prerequisite: -
The mutant is able to drain Wisdom points from another target creature at a 1d8+Wis bonus rate. These points
are added to the mutants total and subtracted from the targets total for the duration. All benefits and penalties
apply immediately.
 

morrolan said:
From the Irony Server we have:
Roll 1: 98.
Roll 2: 81.
Roll 3: 96.
:)

98) Heightened Attribute: The character with this mutation has heightened capabilities in one of the three physical attributes. Strength,
Dexterity, or Constitution receive a permanent +4 with all the applicable bonuses

81) Misc Physical: 2 Extra arms 2Xmelee or unarmed attacks (counts as 'off hand(s)', though, the multidexterity feat can improve that)

96) Molecular Rearangement: Range: Touch Number: ounces = Wis
Duration: days = Wis Use: 1/day
Damage: WisX1/2 Prerequisite: -
This power allows the mutant to change molecules of a target from one sort into another (i.e. lead to gold, flesh to
stone etc.. ). However the greater the differences between material types the greater the chance the attempt will
fail. DC assigned by GM. This power can be used to attack an opponent with at WisX1/2.
 
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ferretguy said:
right then...
17, 57, 75

17)Ghosting: Range: - Number: Self
Duration: 1 round/4 levels Use: 1/day
Damage: - Prerequisite: -
Mutant has the ability to vibrate his own molecules fast enough to pass through solid non-living objects. His
appearance shows no visible change. While in this state all attacks that cause physical damage is halved.

57) Heightened Attribute:The character with this mutation has heightened capabilities in one of the three physical attributes. Intelligence, Wisdom, or Charisma receive a permanent +4 with all the applicable bonuses

75) Misc Physical: Wings, Leathery/Feathery. Fly at 2XMV rate for a number of rounds = Con+level each day.
 

DrZombie said:
well, whatever : 56-48-63

56)Chameleon Ability: Range: - Number: Self
Duration: 1 round/2 levels Use: 1/day/2 levels
Damage: - Prerequisite: -
The mutant with this power is able to alter his skin tone and pattern to match his surrounding environment making
him almost impossible to detect. +8 to the Hide skill.

48)Speed Burst: Range: - Number: Self
Duration: 1 round/level Use: 1/day/4 levels
Damage: - Prerequisite: -
The mutant has heightened reflexes and may perform double the number of actions per round. In addition the
mutants movement rate is increased one step. (i.e. medium moves = 30 now moves 40)

63)Levitation: Range: - Number: Self
Duration: 1 round/level Use: 2/day
Damage: - Prerequisite: -
User can levitate himself and items carried = 4XWis in pounds. Vertical and lateral movement = 1/2X normal
movement rate.
 
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Blue Chitne said:
6) Heightened Attribute: The character with this mutation has heightened capabilities in one of the three physical attributes. Strength,
Dexterity, or Constitution receive a permanent +6 with all the applicable bonuses.

24) Misc Physical: Horns/Spikes Unarmed damage = d8

30) Regeneration: The mutant with this ability has an accelerated rate of healing. In fact the mutant is constantly converting
1Hp/round reserve point to replace lost hit points and gains 1HP/hour in reserve hit points. Crippling injuries or
lost limbs, all can be healed over time. Even brain or nerve damage can be healed, but lost memories due to
brain damage can never be regenerated and are lost for good. In addition a creature with this form is immune to
paralysis and shape changing or degenerating environmental effects such as radiation, etc. He may add his
Wisdom when saving against poison effects. Medical drugs have no effect on this character unless he fails his
Fort save.
Sweet!
 

Blue Chitne said:
1) Ballistic Attack: Range: Wis+Level in ft. Number: 1 opponent
Duration: 1 round/4 levels Use: 1/day/3 levels
Damage: Wis Prerequisite: -
User’s ability causes small objects littering the area to telekinetically animate and attack the mutants opponent.
Opponent may attempt a Dex save for half damage.


50) Life Drain: Range: Wis+Level in ft. Number: All within range
Duration: 2 round+1/2 levels Use: 1/day/2 levels
Damage: WisX1/4 Prerequisite: -
This power allows the mutant to drain Hp’s from friend or foe alike within range of his power. These Hp’s are
added to the mutants total Hp’s for the duration. All damage comes from the stolen Hp’s first.


100)Leach: Range: Touch Number: 1 target
Duration: 1round/level Use: 1/day/3 levels
Damage: 1d8+Wis bonus Prerequisite: -
The mutant is able to drain Wisdom points from another target creature at a 1d8+Wis bonus rate. These points
are added to the mutants total and subtracted from the targets total for the duration. All benefits and penalties
apply immediately.
Is it OK to be scared of my own character? He's a Psi-vampire Monkey.
 

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