Notes
Text info for genotypes & professions
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TEXT/Amphidian.txt
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TEXT/Amphidian.txt
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The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Amphidians" is a catch-all term to describe engineered mutants that have a frog, salamander or similar amphibians as their genetic progenitor.
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Amphidian Ability Adjustments: None
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Special Abilities:
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- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
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- Medium: As Medium creatures, amphidians have no special bonuses or penalties due to their size.
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- Amphidians base land speed is 30 feet.
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- Amphibian: Amphidians can breathe air & underwater.
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- Natural Swimmers: Amphidians recieve a +10 to Swim checks.
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- Natural Leapers: Amphidians recieve a +3 to Jump checks.
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- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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TEXT/Android.txt
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TEXT/Android.txt
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No one can say when the line between “robot” and “synthetic” was crossed; but by the height of the Final Wars, these machines, intelligent and self-aware, were fighting alongside (or in lieu of) human and engineered soldiers. Efficiency was the rule of the day, and the same self-repair and ambient power subsystems that kept the machines out of the workshops and on the battlefields keep them running in the Gamma World. Synthetics come in any number of shapes, types and sizes. Androids are the most human-like synthetics. While close inspection reveals the synthetic nature of the android’s skin, hair and eyes, to the casual observer an android appears to be a human being (even going so far as to have body temperature, breath and saliva). Maintaining the outward appearance of an android is labor intensive and expensive; in the Gamma World, many androids (or their owners) do not have the necessary resources, so the android begins to appear ragged, worn and ill-used. Over time, an unkempt android appears more like a walking corpse than a human being.
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Android Ability Adjustments: -2 CHA, +2 INT
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Special Abilities:
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- Construct: Synthetic characters are constructs. Constructs are immune to mind-influencing effects, poison, sleep, paralysis, stunning & disease. Due to the extreme complexities of synthetic design technology, synthetic characters are subject to critical hits and the effects of massive damage.
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- Medium Robot base land speed is 30 feet.
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- Damage Reduction: All synthetic characters are resistant to damage from kinetic sources, such as punches, kicks, bullets and falls. Synthetics have damage reduction 5/energy.
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- Narrow Focus: Synthetic characters have specific programming that determines their capabilities. The following feats cannot be chosen after character generation: Animal Affinity, Athletic, Attentive, Cautious,
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Confident, Creative, Deceptive, Educated, Endurance, Focused, Improved Damage Threshold, Iron Will, Meticulous, Nimble, Studious, Trustworthy. Synthetic characters may overcome this prohibition by taking the Spontaneous Algorithm feat.
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TEXT/Arach.txt
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TEXT/Arach.txt
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The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Arach" is a catch-all term to describe engineered mutants that have a spider, scorpion or similar arachnid as their genetic progenitor.
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Arach Ability Adjustments: -2 CHA
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Special Abilities:
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- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
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- Medium: As Medium creatures, arachs have no special bonuses or penalties due to their size.
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- Arach base land speed is 40 feet.
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- Natural Climber: Arachs recieve a +10 to Climb checks.
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- Natural Leapers: Arachs recieve a +3 to Jump checks.
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- Exoskeleton: An arachs exoskeleton grants a +2 Natural Armor Bonus.
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- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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TEXT/Aviad.txt
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TEXT/Aviad.txt
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The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Aviad" is a catch-all term to describe engineered mutants that have any variety of bird as a genetic progenitor.
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Aviad Ability Adjustments: None
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Special Abilities:
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- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
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- Medium: As Medium creatures, aviads have no special bonuses or penalties due to their size.
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- Aviad base land speed is 30 feet.
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- Sharp-Eyed: Aviads recieve a +3 bonus to Search & Spot checks.
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- Wings: An aviad's wings give them a +2 dodge bonus & immunity to terrain effects.
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- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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TEXT/Bloomers.txt
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TEXT/Bloomers.txt
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Flowering greenfolk are known as bloomers. As being generally attractive to most other creatures on Gamma Terra isn't always a good thing, bloomers are able to subtlety effect other sentient creatures via their pheromone-like pollen.
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Bloomer Ability Adjustments: +1 CHA, +2 CON
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Special Abilities:
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- Medium: As Medium creatures, bloomers have no special bonuses or penalties due to their size.
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- Bloomer base land speed is 20 feet.
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- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
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- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
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- Pheromones: Bloomers have an innate understanding of how to effect other living sentient creatures with their pheromone-pollen & gain a +4 bonus to their Bluff & Intimidate skills.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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TEXT/Caniniod.txt
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TEXT/Caniniod.txt
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The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Caniniod" is a catch-all term to describe engineered mutants that have dogs, wolves, coyotes and similar animals as a genetic progenitor.
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Caniniod Ability Adjustments: None
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Special Abilities:
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- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
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- Medium: As Medium creatures, caniniods have no special bonuses or penalties due to their size.
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- Caniniod base land speed is 30 feet.
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- Heightened Senses: Caniniods recieve a +3 bonus to Listen & Spot checks.
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- Natural Weapon: Caniniods can make an natural bite attack for 1d4 damage.
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- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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TEXT/Creeper.txt
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TEXT/Creeper.txt
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from trees called ents, but the reason for this is lost to antiquity. They are the largest & strongest of all of the types greenfolk.
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Culen Ability Adjustments: +1 STR, +2 CON
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Special Abilities:
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- Large: As Large creatures, ents receive -1 penalties to their Attack and Armor Class, and -4 to their Hide skill.
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- Culen base land speed is 20 feet.
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- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
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- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
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- Towering: An ent's sheer size gives them a +3 bonus to the Intimidate skill.
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- Bark Hide: Like normal trees, ents have a bark-like hide that grants them a +2 Natural Armor Bonus.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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TEXT/Culen.txt
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TEXT/Culen.txt
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from cacti & succulents are called culens. They are generally vigorous and tough with a knack for surviving in harsh climates with few resources.
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Culen Ability Adjustments: +1 WIS, +2 CON
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Special Abilities:
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- Medium: As Medium creatures, mycos have no special bonuses or penalties due to their size.
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- Myco base land speed is 20 feet.
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- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
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- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
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- Hardy: Mycos fungal physiology renders them resistant to most physical ailments & grants them a +2 to all Fortitude saves.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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TEXT/Cyborg Human.txt
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TEXT/Cyborg Human.txt
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Cyborgs are stock humans that have been fitted with one or more cybernetic implants early on in their lives for one reason or another. Like regular stock humans, they are very similar to ancient humans with the major exception of directly interfacing their bodies with one or more machines. Cyborgs on Gamma Terra run a huge range of sizes and appearances, from the lucky scavenger that finds an ancient but unobtrusive nightvision cybereye self-installation kit to disembodied brains eternally piloting war machines capable of leveling entire cities.
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Stock Human Ability Adjustments: None
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Special Abilities:
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- Medium: As Medium creatures, cyborgs have no special bonuses or penalties due to their size.
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- Cyborg base land speed is 30 feet.
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- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
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- TBD
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TEXT/Dwarf Mutant.txt
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TEXT/Dwarf Mutant.txt
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`The most numerous sub-group, are the result of random genetic accidents that occur because of the biotech soup floating in the air and water, the background radiation left over from the Final Wars’ final volleys, and the desperate attempts by nature to put things right. Degenerate humans, elevated animals and hybrids between the two: No two true mutants are alike. Most true mutants die shortly after birth, their bodies so twisted by defects that they cannot survive. Other true mutants are those who have been blessed even as they have been cursed, whose defects do not overwhelm their advantages. Mutant Dwarfs are much smaller and weaker than normal humans and other mutants but are quicker & more agile.
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Mutant Dwarf Ability Adjustments: -2 STR, +2 DEX
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Special Abilities:
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- Small: As Small creature, a Mutant Dwarf gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but are unable to use large weapons such as scythes, polearms & some high-tech heavy weapons.
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- Mutant Dwarf base land speed is 20 feet.
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- Mutations: Mutant characters begin with 3 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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- Spontaneous Mutation: The biochemical soup that makes up much of Gamma Terra's environment can produce random effects on mutant characters. Whenever a mutant character gains a class level or is knocked down to 0
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or fewer hit points, the character must make a Fortitude save as if the character had encountered a mild mutagen or gain a new mutation. Moreaus and humans do not spontaneously mutate in this fashion.`
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TEXT/Enforcer.txt
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TEXT/Enforcer.txt
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Civilization is the act of imposing order on the chaos of the wilderness. Enforcers are the strong arm of order, the warriors who defend civilization. Of course, definitions of civilization vary. Enforcers stand atop the walls of forts, holding the line against the ark barbarians besieging the outpost. However, enforcers can also be found amid the barbarians below. The ark chieftain and his best warriors are enforcers, keeping order in the tribe. Enforcers are the thugs, the guards, the defenders and the hunters of violent Gamma Terra. They are more than simple fighters; they are community leaders and skilled soldiers.
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Class BAB Fort Ref Will Class Features
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1st +1 +2 +0 +0 Talent
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2nd +2 +3 +0 +0 Bonus feat
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3rd +3 +3 +1 +1
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4th +4 +4 +1 +1 Talent
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5th +5 +4 +1 +1 Bonus feat
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6th +6/+1 +5 +2 +2
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7th +7/+2 +5 +2 +2 Talent
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8th +8/+3 +6 +2 +2 Bonus feat
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9th +9/+4 +6 +3 +3
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10th +10/+5 +7 +3 +3 Talent
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11th +11/+6/+1 +7 +3 +3 Bonus feat
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12th +12/+7/+2 +8 +4 +4
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13th +13/+8/+3 +8 +4 +4 Talent
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14th 14/+9/+4 +9 +4 +4 Bonus feat
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15th +15/+10/+5 +9 +5 +5
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16th +16/+11/+6/+1 +10 +5 +5
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17th +17/+12/+7/+2 +10 +5 +5 Bonus feat
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18th +18/+13/+8/+3 +11 +6 +6
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19th +19/+14/+9/+4 +11 +6 +6
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20th +20/+15/+10/+5 +12 +6 +6 Bonus feat
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Enforcers have the following game statistics:
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Abilities: Strength and Dexterity are the most important attributes for an enforcer, to give the best bonuses to weapon use. Depending on the style of the enforcer, any of Constitution, Charisma or Wisdom can be the next most important; enforcers can be amazingly tough, careful tacticians or heroic leaders.
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Hit Die: d10
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CLASS SKILLS
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The enforcer’s class skills are: Climb (Str), Craft (metalworking, structural) (Int), Drive (Dex), Handle Animal, Intimidate (Cha), Jump (Str), Knowledge (gossip, streetwise, tactics) (Int), Profession (Wis),
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Repair (Int), Speak Language (n/a), and Swim (Str).
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Skill Points at 1st level: (3 + Int modifier) x 4
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Skill Points at Each Additional Level: 3 + Int modifier
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TEXT/Ent.txt
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from trees called ents, but the reason for this is lost to antiquity. They are the largest & strongest of all of the types greenfolk.
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Culen Ability Adjustments: +1 STR, +2 CON
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Special Abilities:
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- Large: As Large creatures, ents receive -1 penalties to their Attack and Armor Class, and -4 to their Hide skill.
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- Culen base land speed is 20 feet.
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- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
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- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
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- Towering: An ent's sheer size gives them a +3 bonus to the Intimidate skill.
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- Bark Hide: Like normal trees, ents have a bark-like hide that grants them a +2 Natural Armor Bonus.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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TEXT/Equin.txt
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TEXT/Equin.txt
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The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Equin" is a catch-all term to describe engineered mutants that have donkeys, horses, zebras and similar animals as a genetic progenitor.
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Equin Ability Adjustments: +2 STR
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Special Abilities:
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- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
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- Medium: As Medium creatures, equin have no special bonuses or penalties due to their size.
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- Equin base land speed is 40 feet.
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- Heightened Senses: Equins receive a +3 bonus to Listen checks.
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- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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TEXT/Felid.txt
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The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Felid" is a catch-all term to describe engineered mutants that have a jaguar, leopard, lion or similar animals as a genetic progenitor.
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Felid Ability Adjustments: None
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Special Abilities: None
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- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
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- Medium: As Medium creatures, felids have no special bonuses or penalties due to their size.
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- Felid base land speed is 30 feet.
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- Naturally Stealthy: Felids receive a +3 bonus to Hide & Move Silently checks.
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- Darkvision: Felids can see in the dark as well as daylight.
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- Natural Weapon: Felids can make two natural claw attacks for 1d4 damage each.
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- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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13
TEXT/Large Robot.txt
Normal file
13
TEXT/Large Robot.txt
Normal file
@ -0,0 +1,13 @@
|
||||
No one can say when the line between “robot” and “synthetic” was crossed; but by the height of the Final Wars, these machines, intelligent and self-aware, were fighting alongside (or in lieu of) human and engineered soldiers. Efficiency was the rule of the day, and the same self-repair and ambient power subsystems that kept the machines out of the workshops and on the battlefields keep them running in the Gamma World. Synthetics come in any number of shapes, types and sizes. Some were plush toys equipped with robotic endoskeletons and AI brains. Others were hulking chrome monstrosities, designed to inspire terror before laying waste to the enemy. Robots are generally vaguely humanoid (at least two legs, two arms, and one head). Some have tracks, spider-like legs or wheels for locomotion, and some have multiple arms for complex tasks, but the vast majority of robot characters look like self-propelled suits of power armor.
|
||||
|
||||
Large Robot Ability Adjustments: +2 STR, -2 DEX, -2 CHA, +2 INT
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Large: Large Robots have a +2 modifier to Strength and -2 modifier to their Dexterity.
|
||||
- HD Increase: Large robots increase their class Hit Die type by one (for example, from a d8 to a d10), to a maximum of a d12.
|
||||
- Construct: Synthetic characters are constructs. Constructs are immune to mind-influencing effects, poison, sleep, paralysis, stunning & disease. Due to the extreme complexities of synthetic design technology, synthetic characters are subject to critical hits and the effects of massive damage.
|
||||
- Large Robot base land speed is 30 feet.
|
||||
- Damage Reduction: All synthetic characters are resistant to damage from kinetic sources, such as punches, kicks, bullets and falls. Synthetics have damage reduction 5/energy.
|
||||
- Narrow Focus: Synthetic characters have specific programming that determines their capabilities. The following feats cannot be chosen after character generation: Animal Affinity, Athletic, Attentive, Cautious,
|
||||
Confident, Creative, Deceptive, Educated, Endurance, Focused, Improved Damage Threshold, Iron Will, Meticulous, Nimble, Studious, Trustworthy. Synthetic characters may overcome this prohibition by taking the Spontaneous Algorithm feat.
|
14
TEXT/Marsu.txt
Normal file
14
TEXT/Marsu.txt
Normal file
@ -0,0 +1,14 @@
|
||||
The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Marsu" is a catch-all term to describe engineered mutants that have a kangaroo, koala, possum or similar marsupial as their genetic progenitor.
|
||||
|
||||
Marsu Ability Adjustments: None
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
|
||||
- Medium: As Medium creatures, marsus have no special bonuses or penalties due to their size.
|
||||
- Marsu base land speed is 30 feet.
|
||||
- Darkvision: Marsus can see in the dark as well as daylight.
|
||||
- Natural Climber: Marsus recieve a +3 to Climb checks.
|
||||
- Natural Leapers: Marsus recieve a +3 to Jump checks.
|
||||
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
|
||||
- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
|
11
TEXT/Medium Robot.txt
Normal file
11
TEXT/Medium Robot.txt
Normal file
@ -0,0 +1,11 @@
|
||||
No one can say when the line between “robot” and “synthetic” was crossed; but by the height of the Final Wars, these machines, intelligent and self-aware, were fighting alongside (or in lieu of) human and engineered soldiers. Efficiency was the rule of the day, and the same self-repair and ambient power subsystems that kept the machines out of the workshops and on the battlefields keep them running in the Gamma World. Synthetics come in any number of shapes, types and sizes. Some were plush toys equipped with robotic endoskeletons and AI brains. Others were hulking chrome monstrosities, designed to inspire terror before laying waste to the enemy. Robots are generally vaguely humanoid (at least two legs, two arms, and one head). Some have tracks, spider-like legs or wheels for locomotion, and some have multiple arms for complex tasks, but the vast majority of robot characters look like self-propelled suits of power armor.
|
||||
|
||||
Medium Robot Ability Adjustments: -2 CHA, +2 INT
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Construct: Synthetic characters are constructs. Constructs are immune to mind-influencing effects, poison, sleep, paralysis, stunning & disease. Due to the extreme complexities of synthetic design technology, synthetic characters are subject to critical hits and the effects of massive damage.
|
||||
- Medium Robot base land speed is 30 feet.
|
||||
- Damage Reduction: All synthetic characters are resistant to damage from kinetic sources, such as punches, kicks, bullets and falls. Synthetics have damage reduction 5/energy.
|
||||
- Narrow Focus: Synthetic characters have specific programming that determines their capabilities. The following feats cannot be chosen after character generation: Animal Affinity, Athletic, Attentive, Cautious,
|
||||
Confident, Creative, Deceptive, Educated, Endurance, Focused, Improved Damage Threshold, Iron Will, Meticulous, Nimble, Studious, Trustworthy. Synthetic characters may overcome this prohibition by taking the Spontaneous Algorithm feat.
|
13
TEXT/Musteloid.txt
Normal file
13
TEXT/Musteloid.txt
Normal file
@ -0,0 +1,13 @@
|
||||
The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Musteliod" is a catch-all term to describe engineered mutants that have a ferret, otter, skunk or similar musteline as their genetic progenitor.
|
||||
|
||||
Musteliod Ability Adjustments: None
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
|
||||
- Medium: As Medium creatures, musteliods have no special bonuses or penalties due to their size.
|
||||
- Musteliod base land speed is 30 feet.
|
||||
- Natural Acrobat: Musteliods recieve a +3 to Tumble & Balance checks.
|
||||
- Natural Weapon: Musteliods can make two natural claw attacks for 1d4 damage each.
|
||||
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
|
||||
- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
|
13
TEXT/Myco.txt
Normal file
13
TEXT/Myco.txt
Normal file
@ -0,0 +1,13 @@
|
||||
Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from fungus & lichens are called mycos. They are tough and hardy with a penchant for surviving where other creatures can't. Mycos have a generally alien mindset, even in regards to other greenfolk.
|
||||
|
||||
Myco Ability Adjustments: +1 WIS, +2 CON
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Medium: As Medium creatures, mycos have no special bonuses or penalties due to their size.
|
||||
- Myco base land speed is 20 feet.
|
||||
- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
|
||||
- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
|
||||
- Hardy: Mycos fungal physiology renders them resistant to most physical ailments & grants them a +2 to all Fortitude saves.
|
||||
- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
|
||||
- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
|
13
TEXT/Porcin.txt
Normal file
13
TEXT/Porcin.txt
Normal file
@ -0,0 +1,13 @@
|
||||
The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Porcin" is a catch-all term to describe engineered mutants that have a hog, pecarry or similar swine as their genetic progenitor.
|
||||
|
||||
Porcin Ability Adjustments: +2 CON
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
|
||||
- Medium: As Medium creatures, porcin have no special bonuses or penalties due to their size.
|
||||
- Porcin base land speed is 30 feet.
|
||||
- Pigheaded: Porcin recieve a +2 Bonus to Will saves.
|
||||
- Tough Hide: Porcins thick skin gives them a +1 Natural Armor Bonus
|
||||
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
|
||||
- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
|
13
TEXT/Primax.txt
Normal file
13
TEXT/Primax.txt
Normal file
@ -0,0 +1,13 @@
|
||||
The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Primax" is a catch-all term to describe engineered mutants that have a ape, monkey, gorilla or similar primate as their genetic progenitor.
|
||||
|
||||
Primax Ability Adjustments: +2 DEX
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
|
||||
- Medium: As Medium creatures, primax have no special bonuses or penalties due to their size.
|
||||
- Primax base land speed is 30 feet.
|
||||
- Natural Climber - Primax receive a +5 to Climb checks.
|
||||
- Natural Weapon: Primax can make an natural bite attack for 1d4 damage.
|
||||
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
|
||||
- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
|
10
TEXT/Pure Strain Human.txt
Normal file
10
TEXT/Pure Strain Human.txt
Normal file
@ -0,0 +1,10 @@
|
||||
Pure-strain humans are those individuals who have, through technology and physical isolation, remained largely unmolested by the ravages of the Final Wars. Hailing from remote communities or protected environments built before the Final Wars, pure-strain humans are the oldest new members of Gamma Terra. Though blessed with the technology and knowledge of the previous age, pure-strain humans lack personal experience and often even theoretical information about the environments of Gamma Terra.
|
||||
|
||||
|
||||
Pure-Strain Human Ability Adjustments: -2 STR, -2 CHA, +2 INT, +2 CON
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Medium: As Medium creatures, pure-strain humans have no special bonuses or penalties due to their size.
|
||||
- Pure-Strain Human base land speed is 30 feet.
|
||||
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
|
13
TEXT/Reptoid.txt
Normal file
13
TEXT/Reptoid.txt
Normal file
@ -0,0 +1,13 @@
|
||||
The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Reptoid" is a catch-all term to describe engineered mutants that have a crocodile, tortise, snake or similar reptile as their genetic progenitor.
|
||||
|
||||
Reptoid Ability Adjustments: None
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
|
||||
- Medium: As Medium creatures, reptoids have no special bonuses or penalties due to their size.
|
||||
- Reptoid base land speed is 30 feet.
|
||||
- Natural Weapon: Reptoids can make an natural bite attack for 1d4 damage.
|
||||
- Scaly Hide: Reptiods have scaly skin that grant them a +2 Natural Armor.
|
||||
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
|
||||
- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
|
13
TEXT/Rodet.txt
Normal file
13
TEXT/Rodet.txt
Normal file
@ -0,0 +1,13 @@
|
||||
The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Rodet" is a catch-all term to describe engineered mutants that have a mouse, porcupine, rabbit or similar rodent as their genetic progenitor.
|
||||
|
||||
Rodet Ability Adjustments: None
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
|
||||
- Medium: As Medium creatures, rodets have no special bonuses or penalties due to their size.
|
||||
- Rodet base land speed is 30 feet.
|
||||
- Natural Weapon: Rodets can make an natural bite attack for 1d4 damage.
|
||||
- Naturally Nimble: Rodets receive a +2 Reflex bonus due to their heightened agility.
|
||||
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
|
||||
- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
|
13
TEXT/Rumin.txt
Normal file
13
TEXT/Rumin.txt
Normal file
@ -0,0 +1,13 @@
|
||||
The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Rumin" is a catch-all term to describe engineered mutants that have a cattle, antelope, goat or similar ruminant as their genetic progenitor.
|
||||
|
||||
Rumin Ability Adjustments: None
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
|
||||
- Medium: As Medium creatures, rumins have no special bonuses or penalties due to their size.
|
||||
- Rumin base land speed is 30 feet.
|
||||
- Natural Weapon: Rumin can make an natural gore attack for 1d4 damage.
|
||||
- Bullheaded: Rumins recieve a +2 Bonus to Will saves.
|
||||
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
|
||||
- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
|
15
TEXT/Sectoid.txt
Normal file
15
TEXT/Sectoid.txt
Normal file
@ -0,0 +1,15 @@
|
||||
The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Sectiod" is a catch-all term to describe engineered mutants that have a bee, ant, beetle, cricket or similar insect as their genetic progenitor.
|
||||
|
||||
Sectiod Ability Adjustments: -2 CHA
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
|
||||
- Medium: As Medium creatures, sectiods have no special bonuses or penalties due to their size.
|
||||
- Sectiod base land speed is 30 feet.
|
||||
- Natural Climber: Sectiods recieve a +3 to Climb checks.
|
||||
- Natural Leapers: Sectiods recieve a +3 to Jump checks.
|
||||
- Wings: A sectiod's wings give them a +2 dodge bonus & immunity to terrain effects.
|
||||
- Exoskeleton: A sectiod's exoskeleton grants a +1 Natural Armor Bonus.
|
||||
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
|
||||
- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
|
13
TEXT/Shrubbo.txt
Normal file
13
TEXT/Shrubbo.txt
Normal file
@ -0,0 +1,13 @@
|
||||
Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Bush-like greenfolk are known as shrubbos. They are generally agile & have no trouble blending in with both natural & urban environments.
|
||||
|
||||
Shrubbo Ability Adjustments: +1 DEX, +2 CON
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Medium: As Medium creatures, shrubbos have no special bonuses or penalties due to their size.
|
||||
- Shrubbo base land speed is 20 feet.
|
||||
- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Acrobatics.
|
||||
- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
|
||||
- Unobtrusive: Shrubbos are very good at making themselves unnoticed & gain a +3 to their Hide & Move Silently skills.
|
||||
- Mutations: Greenfolk characters begin with 1 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
|
||||
- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
|
12
TEXT/Small Robot.txt
Normal file
12
TEXT/Small Robot.txt
Normal file
@ -0,0 +1,12 @@
|
||||
No one can say when the line between “robot” and “synthetic” was crossed; but by the height of the Final Wars, these machines, intelligent and self-aware, were fighting alongside (or in lieu of) human and engineered soldiers. Efficiency was the rule of the day, and the same self-repair and ambient power subsystems that kept the machines out of the workshops and on the battlefields keep them running in the Gamma World. Synthetics come in any number of shapes, types and sizes. Some were plush toys equipped with robotic endoskeletons and AI brains. Others were hulking chrome monstrosities, designed to inspire terror before laying waste to the enemy. Robots are generally vaguely humanoid (at least two legs, two arms, and one head). Some have tracks, spider-like legs or wheels for locomotion, and some have multiple arms for complex tasks, but the vast majority of robot characters look like self-propelled suits of power armor.
|
||||
|
||||
Small Robot Ability Adjustments: -2 STR, +2 DEX, -2 CHA, +2 INT
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Small: Small Robots have a –2 modifier to Strength and +2 modifier to their Dexterity.
|
||||
- Construct: Synthetic characters are constructs. Constructs are immune to mind-influencing effects, poison, sleep, paralysis, stunning & disease. Due to the extreme complexities of synthetic design technology, synthetic characters are subject to critical hits and the effects of massive damage.
|
||||
- Small Robot base land speed is 30 feet.
|
||||
- Damage Reduction: All synthetic characters are resistant to damage from kinetic sources, such as punches, kicks, bullets and falls. Synthetics have damage reduction 5/energy.
|
||||
- Narrow Focus: Synthetic characters have specific programming that determines their capabilities. The following feats cannot be chosen after character generation: Animal Affinity, Athletic, Attentive, Cautious,
|
||||
Confident, Creative, Deceptive, Educated, Endurance, Focused, Improved Damage Threshold, Iron Will, Meticulous, Nimble, Studious, Trustworthy. Synthetic characters may overcome this prohibition by taking the Spontaneous Algorithm feat.
|
11
TEXT/Stock Human.txt
Normal file
11
TEXT/Stock Human.txt
Normal file
@ -0,0 +1,11 @@
|
||||
Stock humans are the most common genotype on Gamma Terra. They are like ancient humans in almost every way, though they are perhaps somewhat hardier, and possess the same infinite potential of those of antiquity. Despite the competition from other races, mutants in particular, stock humans may yet reclaim their position as the dominant species.
|
||||
|
||||
Stock Human Ability Adjustments: None
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Medium: As Medium creatures, stock humans have no special bonuses or penalties due to their size.
|
||||
- Stock Human base land speed is 30 feet.
|
||||
- Quick To Master: 1 extra feat at 1st level.
|
||||
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
|
||||
|
12
TEXT/True Mutant.txt
Normal file
12
TEXT/True Mutant.txt
Normal file
@ -0,0 +1,12 @@
|
||||
The most numerous sub-group, are the result of random genetic accidents that occur because of the biotech soup floating in the air and water, the background radiation left over from the Final Wars’ final volleys, and the desperate attempts by nature to put things right. Degenerate humans, elevated animals and hybrids between the two: No two true mutants are alike. Most true mutants die shortly after birth, their bodies so twisted by defects that they cannot survive. Other true mutants are those who have been blessed even as they have been cursed, whose defects do not overwhelm their advantages.
|
||||
|
||||
Mutant Ability Adjustments: None
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Medium: As Medium creatures, mutants have no special bonuses or penalties due to their size.
|
||||
- Mutant base land speed is 30 feet.
|
||||
- Mutations: Mutant characters begin with 3 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
|
||||
- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
|
||||
- Spontaneous Mutation: The biochemical soup that makes up much of Gamma Terra's environment can produce random effects on mutant characters. Whenever a mutant character gains a class level or is knocked down to 0
|
||||
or fewer hit points, the character must make a Fortitude save as if the character had encountered a mild mutagen or gain a new mutation. Moreaus and humans do not spontaneously mutate in this fashion.
|
14
TEXT/Ursin.txt
Normal file
14
TEXT/Ursin.txt
Normal file
@ -0,0 +1,14 @@
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||||
The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Ursin" is a catch-all term to describe engineered mutants that has any varety of bear as a genetic progenetor.
|
||||
|
||||
Ursin Ability Adjustments: None
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
|
||||
- Medium: As Medium creatures, ursins have no special bonuses or penalties due to their size.
|
||||
- Ursin base land speed is 30 feet.
|
||||
- Natural Climber: Ursins receive a +3 bonus to Climb checks.
|
||||
- Natural Weapons: Ursins can make two natural claw attacks for 1d4 damage.
|
||||
- Naturally Tough: Ursins recieve a +2 Bonus to Fortitude saves.
|
||||
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
|
||||
- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
|
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