Arach & Aviad
Added the arach & aviad genotype 2DAs & TLK info.
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@@ -8,7 +8,7 @@ Special Abilities:
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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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- Skill Affinity (Jump): Arachs recieve a +4 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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@@ -7,7 +7,7 @@ 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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- Skill Affinity (Search) & Skill Affinity (Spot): An aviad's sharp eyes receive a +2 bonus to Search checks and a +4 bonus to 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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@@ -1,3 +1,5 @@
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You are one of the "Engineered" a sentient, genetically uplifted animal or a species that may or may not have been driven to extinction in the centuries after the Final Wars. 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.
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You are one of the "Engineered" a sentient, genetically uplifted animal descended from a species that may or may not have been driven to extinction in the centuries after the Final Wars. 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.
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All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
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All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
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Engineered characters begin with their choice of 2 minor positive mutations, 1 major positive mutation and also get 1 random minor negative mutation.
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@@ -1,4 +1,4 @@
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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.
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True Mutants, the most numerous sub-group of mutants, 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.
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Mutant Ability Adjustments: None
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@@ -8,5 +8,4 @@ Special Abilities:
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- Mutant base land speed is 30 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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- 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. Greenfolk, engineered and humans do not spontaneously mutate in this fashion.
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