Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 6905949" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">PiercingClaws</span></p><p><span style="font-family: 'Calibri'">Your claws are hardened and able to pierce thick hides and even armourplating.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Claws</span></p><p><span style="font-family: 'Calibri'">MP: +2</span></p><p><span style="font-family: 'Calibri'">Benefit: You can ignore up to +2 points of Defense provided by Natural armouror from equipment. Your claws can also ignore 1 point ofDR/Hardness.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Hardened Armour</span></p><p><span style="font-family: 'Calibri'">Your protective exoskeleton or scaly armour is particularly tough, able toresist damage.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Exoskeleton or Scaly Armour</span></p><p><span style="font-family: 'Calibri'">MP: +3</span></p><p><span style="font-family: 'Calibri'">Benefit: You gain DR 1/-.</span></p><p><span style="font-family: 'Calibri'">Special: This damage reduction stacks with other sources, such as from theTough hero talents, and multiple applications of this mutation. This mutationcan only be taken 3 times.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Electric Eel (Major)</span></p><p><span style="font-family: 'Calibri'">Your body can produce large amounts of electricity similar to electriceels.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: None</span></p><p><span style="font-family: 'Calibri'">MP: 5</span></p><p><span style="font-family: 'Calibri'">Benefit: As a touch attack, you can deliver an electric jolt dealing 1d4 pointsof electricity damage. This can be done twice per day.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Walking Taser</span></p><p><span style="font-family: 'Calibri'">Your electrical jolts can stun a target.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Electric eel</span></p><p><span style="font-family: 'Calibri'">MP: +1</span></p><p><span style="font-family: 'Calibri'">Benefit: Your electric jolt attack can potentially stun a target. The targetmust make a Fort save DC 10+ Con modifier or be stunned for 1 + 1/2 Conmodifier rounds.</span></p><p><span style="font-family: 'Calibri'">Special:</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Human Furnace (Major)</span></p><p><span style="font-family: 'Calibri'">Your body is able to produce large amounts of heat for short periods oftime.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: None</span></p><p><span style="font-family: 'Calibri'">MP: 5</span></p><p><span style="font-family: 'Calibri'">Benefit: You are able to generate great heat and direct it through parts ofyour body. You can deal 1d4 fire damage with a touch attack. This can be donetwice a day.</span></p><p><span style="font-family: 'Calibri'">Special: Alternatively, you can increase your body temperature for longerperiods of time without it causing damage. You can for 3 hours + 1 hour perpoint of Con modifier can ignore the effects of cold weather up to temperaturesof -50 F before requiring to make any saves. Also you gain +2 to saves againstany cold effects while using this power. Each use like this takes up one dailyuse of the power.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Empowered Power</span></p><p><span style="font-family: 'Calibri'">Your power is stronger than normal.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Any power with a random numeric value, such as damage. </span></p><p><span style="font-family: 'Calibri'">MP: +2</span></p><p><span style="font-family: 'Calibri'">Benefit: Any power that has a random numeric value, such as damage die, isincreased to the next size up. For example, claws deal 1d6 damage, empoweredclaws will deal 1d8 damage.</span></p><p><span style="font-family: 'Calibri'">Special: This can be added up to 3 times.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Explosive Blast</span></p><p><span style="font-family: 'Calibri'">Your ranged energy attacks are quite explosive.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Ranged natural energy attack with minimum range increment of 10feet.</span></p><p><span style="font-family: 'Calibri'">MP: +2</span></p><p><span style="font-family: 'Calibri'">Benefit: Your ranged energy attacks not only deal damage to the intendedtarget, but also deals damage to those nearby. Anyone within 5 feet of thetarget hit must make a Reflex save DC 10 + Con modifier of the mutant or sufferhalf the damage to the original target, minimum 1 damage.</span></p><p><span style="font-family: 'Calibri'">Special: This must be selected for each ranged energy ability.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Interior Moisture Reservoir</span></p><p><span style="font-family: 'Calibri'">Like a camel, themutant has an internal reservoir (most likely located in the buttock andstomach area), which collects residual moisture in the body and provides themutant with an emergency source in circumstances where drinking water isunavailable.</span></p><p><span style="font-family: 'Calibri'">Prerequisite:Constitution 12</span></p><p><span style="font-family: 'Calibri'">MP: +1</span></p><p><span style="font-family: 'Calibri'">Benefit: The mutantcan survive for a full week without food or water.</span></p><p> </p><p><span style="font-family: 'Calibri'">PiercingStinger</span></p><p><span style="font-family: 'Calibri'">Your stinger is hardened and able to pierce thick hides and even armourplating.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Stinger</span></p><p><span style="font-family: 'Calibri'">MP: +2</span></p><p><span style="font-family: 'Calibri'">Benefit: You can ignore up to +2 points of Defense provided by Natural armouror from equipment. Your stinger can also ignore 1 point of DR/Hardness.</span></p><p> </p><p><span style="font-family: 'Calibri'">Force Walking</span></p><p><span style="font-family: 'Calibri'">You can create nearinvisible planes of force that you can walk on, allowing you to walk on air.You can move at up to twice your normal speed (such as charging) upon planes offorce. Able to walk from a mere inch to 500 feet above the ground. Using one useof your force barrier ability, you can walk on these planes of force for 1hour. Changing altitude is as simple as imaging stairs and stepping up. If youare damaged while using this ability, must make a Concentration check DC 5+damage dealt to maintain making the planes or the power fails and you fall. Theplanes can support your weight and up to an additional 100 lbs / point of Conmodifier.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: ForceBarrier</span></p><p><span style="font-family: 'Calibri'">MP: +2</span></p><p><span style="font-family: 'Calibri'">Benefit: Able to walk on air, granting a +5 to Move Silently checks, able towalk from 1 inch to 500 feet above the ground.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Regenerative ForceField</span></p><p><span style="font-family: 'Calibri'">Your force barrieris stronger, able to absorb and resist damage. </span></p><p><span style="font-family: 'Calibri'">Prerequisite: ForceBarrier</span></p><p><span style="font-family: 'Calibri'">MP: +4</span></p><p><span style="font-family: 'Calibri'">Benefit: When you use your force barrier power, you gain 10 x Con Modifierbonus hit points which are depleted first, lasting your current Con modifierrounds. The field replenishes 5 hit points every round.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">White Noise</span></p><p><span style="font-family: 'Calibri'">You can use your sonic powers to create a type of white noise, or counterharmonics to reduce damage to yourself from sonic attacks. You can also usethis to make yourself more silent while moving about.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Any power that generates sound/sonic energy</span></p><p><span style="font-family: 'Calibri'">MP: +1</span></p><p><span style="font-family: 'Calibri'">Benefit: You can create counter noise to counter any noises you make, granting+5 to Move Silently. Using the power this way also makes it so you cancommunicate verbally. Alternatively you can user your power to grant yourselfsonic resistance 5 for 1 + Con Modifier rounds.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Compound Eyes</span></p><p><span style="font-family: 'Calibri'">You have insectcompound eyes instead of normal eyes, allowing you to see in much larger area,making it hard to be snuck upon, however your vision isn't as detailed asnormal.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Atleast one pair of eyes</span></p><p><span style="font-family: 'Calibri'">MP: 1</span></p><p><span style="font-family: 'Calibri'">Benefit: You have 180 degree vision, and can't be flanked, gain +1 to Spot.However you have problems reading and seeing fine details. Computer Use,Research and Search suffer -2.</span></p><p><span style="font-family: 'Calibri'">Special: This can be added to the character's main eyes, or any additional eyesthey have, but must be a pair.</span></p><p> </p><p><span style="font-family: 'Calibri'">Acid Cloud</span></p><p><span style="font-family: 'Calibri'">You can create acloud similar to the smokescreen, but it contains acid, burning all within.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: AcidicSaliva, Smokescreen</span></p><p><span style="font-family: 'Calibri'">MP: +3</span></p><p><span style="font-family: 'Calibri'">Benefit: Creates a smoke cloud similar to the smokescreen mutation/biotech,however those within also suffer 1d4 points of acid damage each round they arein the cloud.</span></p><p><span style="font-family: 'Calibri'">Special: This ability can benefit from Linger Acid Bite, dealing damage for 2rounds even after a target leaves the cloud.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Acid Blood</span></p><p><span style="font-family: 'Calibri'">Your blood isacidic, dealing damage to anyone that breaks your skin.</span></p><p><span style="font-family: 'Calibri'">Prerequisite:None</span></p><p><span style="font-family: 'Calibri'">MP: 3</span></p><p><span style="font-family: 'Calibri'">Benefit: When you suffer take slashing or piercing damage, your blood shootsout and strikes the one responsive, within 5 feet, dealing 1 point of aciddamage. You also have acid resistance 5.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Shocker Series 2</span></p><p> </p><p><span style="font-family: 'Calibri'">GE has expanded theShocker series of weapons, although some do not have ranged capabilities as theearlier Shockers, they have other abilities to compensate.</span></p><p> </p><p><span style="font-family: 'Calibri'">Electro-Tech Hammer</span></p><p><span style="font-family: 'Calibri'">A heavy warhammerenhanced with electrical discharge emitters. Not only does the Electro-Techhammer release electrical energy upon striking a target, it also ionizes thetarget so that any electrical attacks nearby will chain to the affected target,dealing additional damage. The weapon also can emit a low level energy fieldthat protects the wielder from electrical based attacks. Comes with a chargingstation that can recharge the weapon in 2 hour.</span></p><p> </p><p><span style="font-family: 'Calibri'">Electro-TechHammer (PL6 Archaic/Simple/Exotic Weapons Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 2d10 unpowered +1d6 electricity when powered + StacticCharge</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: bludgeoning plus electrical</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'"></span><span style="font-family: 'arial'">Ammo: 15 minutes ofcontinuous use (150 rds)</span></p><p><span style="font-family: 'Calibri'">Weight: 18lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 23 Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: StaticCharge, Thunder Watch</span></p><p><span style="font-family: 'Calibri'">Static Charge: The target struck has residual ionization from the Electro-TechHammer's strike, and any electrical based attacks within 30 feet of theaffected target will chain a bolt of electricity to the target dealing 1d4electrical damage. Static Charge lasts for 1d4+1 rounds, unless the target isstruck by an EMP, or is degaussed. Each successful powered attack from theElectro-Tech hammer causes Static Charge to trigger, dealing its damage, plusextend the duration by 1 round.</span></p><p><span style="font-family: 'Calibri'">Thunder Watch: Theweapon can, as a standard action, emit a low level energy field that grants thewielder Electricity Resistance 5. Every round the field is operating drains 1round of power, and can operate at the same time as the weapon head is powered.</span></p><p> </p><p><span style="font-family: 'Calibri'">Voltage Crash</span></p><p><span style="font-family: 'Calibri'">This is an opengauntlet, covering only the knuckles, back of hand and going back along the armto the band that holds it to the arm near the elbow. The whole weapon is wellarmoured and insulated, allowing the wielder to deal improved damage with theirunarmed strikes, plus discharge an electrical charge. The part along the backof the arm can expand to act as a small shield and generate a low levelparticle field that disrupts energy weapons targeting the wielder.</span></p><p> </p><p><span style="font-family: 'Calibri'">Voltage Crash (PL6Simple Weapon Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 1d4 + 1d6powered</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: Bludgeoning + electricity</span></p><p><span style="font-family: 'Calibri'">Size: Small</span></p><p><span style="font-family: 'Calibri'">Weight: 5 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 15 minutes ofcontinuous use (150 rds)</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 20 Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: Shield and Particle Field</span></p><p><span style="font-family: 'Calibri'">Shield: The VoltageCrash can deploy a shield, about the size of a large buckler. While deployed,the wielder gains a +2 shield bonus to Defense, but unable to use it as aweapon except for shield bashing. Deploying the shield takes no power and doneas a free action on the wielder's turn.</span></p><p><span style="font-family: 'Calibri'">Particle Field:While the shield is deployed, a particle field activates, as long as there ispower. Enemy energy weapons (wholly or partially deal concussion, electricity,fire or nonspecific energy) suffer -2 to strike the user. Each round the fieldis running uses 2 rounds of energy.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">GEWS6021A2 TeslaSpark</span></p><p> </p><p><span style="font-family: 'Calibri'">As GE experimentsmore with energy weapons, they've expanded their Shocker series of meleeweapons and ranged weapons. The Tesla Spark is a weapon that fits between theStinger and Stopper heavy ion pistols, with better range, but average damage,includes a stun module, and a sweeper mode. In addition to these features, thedischarge from the Tesla Spark leaves a residual ionization on the target thatattracts arcs of electricity from nearby electrical attacks to the targetstruck, dealing farther damage.</span></p><p> </p><p><span style="font-family: 'Calibri'">GEWS6021A2 TeslaSpark (PL6 Personal Firearms Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 4d6 + Static Charge</span></p><p><span style="font-family: 'Calibri'">Critical: 20x3</span></p><p><span style="font-family: 'Calibri'">Damage Type: Electrical</span></p><p><span style="font-family: 'Calibri'">Range Increment: 30 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S</span></p><p><span style="font-family: 'Calibri'">Size: Med</span></p><p><span style="font-family: 'Calibri'">Weight: 6 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 50 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 22 Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: Stun, Static Charge, Sweeper.</span></p><p><span style="font-family: 'Calibri'">Stun setting Fort DC15 or be stunned for 1d4 rounds. The stun setting can also be used in Sweepermode.</span></p><p><span style="font-family: 'Calibri'">Static Charge: Thetarget struck has residual ionization from the Tesla Spark's strike, and anyelectrical based attacks within 30 feet of the affected target will chain abolt of electricity to the target dealing 1d4 electrical damage. Static Chargelasts for 1d4+1 rounds, unless the target is struck by an EMP, or is degaussed.Each successful powered attack from the Tesla Spark causes Static Charge totrigger, dealing its damage, plus extend the duration by 1 round.</span></p><p><span style="font-family: 'Calibri'">Sweeper: Thissetting, free action to select which can only be done once per round, releasesa cone of electrical energy that fills a 60 foot long, 30 foot wide cone area.The rate of fire is still semi in this mode, deals 2d6 electrical damage plusStatic Charge, targets must succeed Reflex save DC 17 for half damage, butstill suffer from Static Charge but with half duration.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">GEWS7001B3 LightningRod</span></p><p> </p><p><span style="font-family: 'Calibri'">The lightning rod isa long ranged rifle, built for marksman and snipers. The long barrel is linedwith a series of magnetic emitters that help condense the ion discharge forgreater range. This condensing and bombardment of magnetic fields allows the LightningRod to exploit GE's newest advances in electricity based weapons in the form ofthe ionization residue created by the new weapons, dealing greater damage whena marksman using a Lightning Rod is paired with a team using weapons such asthe Tesla Spark.</span></p><p> </p><p><span style="font-family: 'Calibri'">GEWS7001B3 LightningRod (PL6 Personal Firearms Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 4d6 +Charged Attack</span></p><p><span style="font-family: 'Calibri'">Critical: 19-20x3</span></p><p><span style="font-family: 'Calibri'">Damage Type: Electrical</span></p><p><span style="font-family: 'Calibri'">Range Increment: 120 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 15 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 40</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 22 Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: Electro-scope included, highly accurate granting a +1 to attack rolls.Charged Attack</span></p><p><span style="font-family: 'Calibri'">Charged Attack: TheLightning Rod exploits and triggers Static Charge, dealing an extra 50% damageto the target struck, and deals double the Static Charge damage (2d4electrical) to the target struck and any target effected by Static Chargewithin 30 feet.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6905949, member: 6668634"] [FONT=Calibri]PiercingClaws Your claws are hardened and able to pierce thick hides and even armourplating. Prerequisite: Claws MP: +2 Benefit: You can ignore up to +2 points of Defense provided by Natural armouror from equipment. Your claws can also ignore 1 point ofDR/Hardness. Hardened Armour Your protective exoskeleton or scaly armour is particularly tough, able toresist damage. Prerequisite: Exoskeleton or Scaly Armour MP: +3 Benefit: You gain DR 1/-. Special: This damage reduction stacks with other sources, such as from theTough hero talents, and multiple applications of this mutation. This mutationcan only be taken 3 times. Electric Eel (Major) Your body can produce large amounts of electricity similar to electriceels. Prerequisite: None MP: 5 Benefit: As a touch attack, you can deliver an electric jolt dealing 1d4 pointsof electricity damage. This can be done twice per day. Walking Taser Your electrical jolts can stun a target. Prerequisite: Electric eel MP: +1 Benefit: Your electric jolt attack can potentially stun a target. The targetmust make a Fort save DC 10+ Con modifier or be stunned for 1 + 1/2 Conmodifier rounds. Special: Human Furnace (Major) Your body is able to produce large amounts of heat for short periods oftime. Prerequisite: None MP: 5 Benefit: You are able to generate great heat and direct it through parts ofyour body. You can deal 1d4 fire damage with a touch attack. This can be donetwice a day. Special: Alternatively, you can increase your body temperature for longerperiods of time without it causing damage. You can for 3 hours + 1 hour perpoint of Con modifier can ignore the effects of cold weather up to temperaturesof -50 F before requiring to make any saves. Also you gain +2 to saves againstany cold effects while using this power. Each use like this takes up one dailyuse of the power. Empowered Power Your power is stronger than normal. Prerequisite: Any power with a random numeric value, such as damage. MP: +2 Benefit: Any power that has a random numeric value, such as damage die, isincreased to the next size up. For example, claws deal 1d6 damage, empoweredclaws will deal 1d8 damage. Special: This can be added up to 3 times. Explosive Blast Your ranged energy attacks are quite explosive. Prerequisite: Ranged natural energy attack with minimum range increment of 10feet. MP: +2 Benefit: Your ranged energy attacks not only deal damage to the intendedtarget, but also deals damage to those nearby. Anyone within 5 feet of thetarget hit must make a Reflex save DC 10 + Con modifier of the mutant or sufferhalf the damage to the original target, minimum 1 damage. Special: This must be selected for each ranged energy ability.[/FONT] [FONT=Calibri] Interior Moisture Reservoir[/FONT] [FONT=Calibri]Like a camel, themutant has an internal reservoir (most likely located in the buttock andstomach area), which collects residual moisture in the body and provides themutant with an emergency source in circumstances where drinking water isunavailable.[/FONT] [FONT=Calibri]Prerequisite:Constitution 12 MP: +1[/FONT] [FONT=Calibri]Benefit: The mutantcan survive for a full week without food or water.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]PiercingStinger Your stinger is hardened and able to pierce thick hides and even armourplating. Prerequisite: Stinger MP: +2 Benefit: You can ignore up to +2 points of Defense provided by Natural armouror from equipment. Your stinger can also ignore 1 point of DR/Hardness.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Force Walking[/FONT] [FONT=Calibri]You can create nearinvisible planes of force that you can walk on, allowing you to walk on air.You can move at up to twice your normal speed (such as charging) upon planes offorce. Able to walk from a mere inch to 500 feet above the ground. Using one useof your force barrier ability, you can walk on these planes of force for 1hour. Changing altitude is as simple as imaging stairs and stepping up. If youare damaged while using this ability, must make a Concentration check DC 5+damage dealt to maintain making the planes or the power fails and you fall. Theplanes can support your weight and up to an additional 100 lbs / point of Conmodifier.[/FONT] [FONT=Calibri]Prerequisite: ForceBarrier MP: +2 Benefit: Able to walk on air, granting a +5 to Move Silently checks, able towalk from 1 inch to 500 feet above the ground. [/FONT] [FONT=Calibri]Regenerative ForceField[/FONT] [FONT=Calibri]Your force barrieris stronger, able to absorb and resist damage. [/FONT] [FONT=Calibri]Prerequisite: ForceBarrier MP: +4 Benefit: When you use your force barrier power, you gain 10 x Con Modifierbonus hit points which are depleted first, lasting your current Con modifierrounds. The field replenishes 5 hit points every round. [/FONT] [FONT=Calibri]White Noise You can use your sonic powers to create a type of white noise, or counterharmonics to reduce damage to yourself from sonic attacks. You can also usethis to make yourself more silent while moving about. Prerequisite: Any power that generates sound/sonic energy MP: +1 Benefit: You can create counter noise to counter any noises you make, granting+5 to Move Silently. Using the power this way also makes it so you cancommunicate verbally. Alternatively you can user your power to grant yourselfsonic resistance 5 for 1 + Con Modifier rounds. [/FONT] [FONT=Calibri]Compound Eyes[/FONT] [FONT=Calibri]You have insectcompound eyes instead of normal eyes, allowing you to see in much larger area,making it hard to be snuck upon, however your vision isn't as detailed asnormal.[/FONT] [FONT=Calibri]Prerequisite: Atleast one pair of eyes MP: 1 Benefit: You have 180 degree vision, and can't be flanked, gain +1 to Spot.However you have problems reading and seeing fine details. Computer Use,Research and Search suffer -2. Special: This can be added to the character's main eyes, or any additional eyesthey have, but must be a pair.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Acid Cloud[/FONT] [FONT=Calibri]You can create acloud similar to the smokescreen, but it contains acid, burning all within.[/FONT] [FONT=Calibri]Prerequisite: AcidicSaliva, Smokescreen MP: +3 Benefit: Creates a smoke cloud similar to the smokescreen mutation/biotech,however those within also suffer 1d4 points of acid damage each round they arein the cloud. Special: This ability can benefit from Linger Acid Bite, dealing damage for 2rounds even after a target leaves the cloud. Acid Blood[/FONT] [FONT=Calibri]Your blood isacidic, dealing damage to anyone that breaks your skin.[/FONT] [FONT=Calibri]Prerequisite:None MP: 3 Benefit: When you suffer take slashing or piercing damage, your blood shootsout and strikes the one responsive, within 5 feet, dealing 1 point of aciddamage. You also have acid resistance 5. [/FONT] [HR][/HR] [FONT=Calibri]Shocker Series 2[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]GE has expanded theShocker series of weapons, although some do not have ranged capabilities as theearlier Shockers, they have other abilities to compensate.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Electro-Tech Hammer[/FONT] [FONT=Calibri]A heavy warhammerenhanced with electrical discharge emitters. Not only does the Electro-Techhammer release electrical energy upon striking a target, it also ionizes thetarget so that any electrical attacks nearby will chain to the affected target,dealing additional damage. The weapon also can emit a low level energy fieldthat protects the wielder from electrical based attacks. Comes with a chargingstation that can recharge the weapon in 2 hour.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Electro-TechHammer (PL6 Archaic/Simple/Exotic Weapons Proficiency) Damage: 2d10 unpowered +1d6 electricity when powered + StacticCharge Critical: 20x2 Damage Type: bludgeoning plus electrical Size: Large [/FONT][FONT=arial]Ammo: 15 minutes ofcontinuous use (150 rds)[/FONT] [FONT=Calibri]Weight: 18lbs Purchase DC: 23 Mil (+3)[/FONT] [FONT=Calibri]Notes: StaticCharge, Thunder Watch Static Charge: The target struck has residual ionization from the Electro-TechHammer's strike, and any electrical based attacks within 30 feet of theaffected target will chain a bolt of electricity to the target dealing 1d4electrical damage. Static Charge lasts for 1d4+1 rounds, unless the target isstruck by an EMP, or is degaussed. Each successful powered attack from theElectro-Tech hammer causes Static Charge to trigger, dealing its damage, plusextend the duration by 1 round.[/FONT] [FONT=Calibri]Thunder Watch: Theweapon can, as a standard action, emit a low level energy field that grants thewielder Electricity Resistance 5. Every round the field is operating drains 1round of power, and can operate at the same time as the weapon head is powered.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Voltage Crash[/FONT] [FONT=Calibri]This is an opengauntlet, covering only the knuckles, back of hand and going back along the armto the band that holds it to the arm near the elbow. The whole weapon is wellarmoured and insulated, allowing the wielder to deal improved damage with theirunarmed strikes, plus discharge an electrical charge. The part along the backof the arm can expand to act as a small shield and generate a low levelparticle field that disrupts energy weapons targeting the wielder.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Voltage Crash (PL6Simple Weapon Proficiency)[/FONT] [FONT=Calibri]Damage: 1d4 + 1d6powered Critical: 20x2 Damage Type: Bludgeoning + electricity Size: Small Weight: 5 lbs[/FONT] [FONT=Calibri]Ammo: 15 minutes ofcontinuous use (150 rds) Purchase DC: 20 Mil (+3) Notes: Shield and Particle Field[/FONT] [FONT=Calibri]Shield: The VoltageCrash can deploy a shield, about the size of a large buckler. While deployed,the wielder gains a +2 shield bonus to Defense, but unable to use it as aweapon except for shield bashing. Deploying the shield takes no power and doneas a free action on the wielder's turn.[/FONT] [FONT=Calibri]Particle Field:While the shield is deployed, a particle field activates, as long as there ispower. Enemy energy weapons (wholly or partially deal concussion, electricity,fire or nonspecific energy) suffer -2 to strike the user. Each round the fieldis running uses 2 rounds of energy. [/FONT] [HR][/HR] [FONT=Calibri]GEWS6021A2 TeslaSpark[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]As GE experimentsmore with energy weapons, they've expanded their Shocker series of meleeweapons and ranged weapons. The Tesla Spark is a weapon that fits between theStinger and Stopper heavy ion pistols, with better range, but average damage,includes a stun module, and a sweeper mode. In addition to these features, thedischarge from the Tesla Spark leaves a residual ionization on the target thatattracts arcs of electricity from nearby electrical attacks to the targetstruck, dealing farther damage.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]GEWS6021A2 TeslaSpark (PL6 Personal Firearms Proficiency) Damage: 4d6 + Static Charge Critical: 20x3 Damage Type: Electrical Range Increment: 30 ft Rate of Fire: S Size: Med Weight: 6 lbs Ammo: 50 box Purchase DC: 22 Mil (+3) Notes: Stun, Static Charge, Sweeper.[/FONT] [FONT=Calibri]Stun setting Fort DC15 or be stunned for 1d4 rounds. The stun setting can also be used in Sweepermode.[/FONT] [FONT=Calibri]Static Charge: Thetarget struck has residual ionization from the Tesla Spark's strike, and anyelectrical based attacks within 30 feet of the affected target will chain abolt of electricity to the target dealing 1d4 electrical damage. Static Chargelasts for 1d4+1 rounds, unless the target is struck by an EMP, or is degaussed.Each successful powered attack from the Tesla Spark causes Static Charge totrigger, dealing its damage, plus extend the duration by 1 round.[/FONT] [FONT=Calibri]Sweeper: Thissetting, free action to select which can only be done once per round, releasesa cone of electrical energy that fills a 60 foot long, 30 foot wide cone area.The rate of fire is still semi in this mode, deals 2d6 electrical damage plusStatic Charge, targets must succeed Reflex save DC 17 for half damage, butstill suffer from Static Charge but with half duration. [/FONT] [HR][/HR] [FONT=Calibri]GEWS7001B3 LightningRod[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]The lightning rod isa long ranged rifle, built for marksman and snipers. The long barrel is linedwith a series of magnetic emitters that help condense the ion discharge forgreater range. This condensing and bombardment of magnetic fields allows the LightningRod to exploit GE's newest advances in electricity based weapons in the form ofthe ionization residue created by the new weapons, dealing greater damage whena marksman using a Lightning Rod is paired with a team using weapons such asthe Tesla Spark.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]GEWS7001B3 LightningRod (PL6 Personal Firearms Proficiency)[/FONT] [FONT=Calibri]Damage: 4d6 +Charged Attack Critical: 19-20x3 Damage Type: Electrical Range Increment: 120 ft Rate of Fire: S Size: Large Weight: 15 lbs Ammo: 40 Purchase DC: 22 Mil (+3) Notes: Electro-scope included, highly accurate granting a +1 to attack rolls.Charged Attack[/FONT] [FONT=Calibri]Charged Attack: TheLightning Rod exploits and triggers Static Charge, dealing an extra 50% damageto the target struck, and deals double the Static Charge damage (2d4electrical) to the target struck and any target effected by Static Chargewithin 30 feet.[/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
Top