Notes
Renamed TEXT folder to NOTES
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NOTES/Amphidian.txt
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NOTES/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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NOTES/Android.txt
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NOTES/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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NOTES/Arach.txt
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NOTES/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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NOTES/Aviad.txt
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NOTES/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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NOTES/Bloomers.txt
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NOTES/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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NOTES/Caniniod.txt
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NOTES/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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NOTES/Computer Use (AI).txt
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NOTES/Computer Use (AI).txt
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Ability: Intelligence.
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Requires Training: Yes.
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The skill of working with artificial intelligence (AI) is half computer operation and half psychology. Self-aware systems, ranging from security programs to synthetic life forms, operate under recognizable patterns but also possess creativity, resourcefulness and even impulsiveness. Computer Use (artificial intelligence) works exactly like using the Diplomacy skill except it only applies to self-aware machines. In addition, characters using this skill may attempt to reprogram an AI, effectively changing its personality to suit the programmer. The following table presents example DCs and changes that may be made:
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DC Reprogramming
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20 Give an AI a new, compatible allegiance.
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25 Remove an allegiance from an AI.
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30 Give an AI an allegiance that is not compatible with its previous programming.
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35 Add or delete a core programming command, such as “Destroy all mutants.”
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40 Fundamentally change an AI’s programming, including adding and removing skills.
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NOTES/Computer Use (Basic).txt
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NOTES/Computer Use (Basic).txt
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Ability: Intelligence.
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Requires Training: Yes.
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This skill encompasses the use of computer systems designed to store information and those designed to run external systems (such as weapons or remote robots). Data is recorded on various media, either internal or external, and is accessible only usingspecific kinds of hardware. With this skill, a character can find data that has been hidden, encoded, deleted or even physically destroyed, given enough time and skill.
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The following table lists DCs for retrieving data from a computer system:
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DC Example Data
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10 Data is kept on a non-secure computer.
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20 Data is kept on a system with minimum security.
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25 Data is kept on a system with average security.
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35 Data is kept on a system with exceptional security.
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40 Data is kept on a system with maximum security.
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+5 The computer system has been damaged.
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+5 The data was erased using conventional methods.
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+10 The data is encrypted and the character failed a Decipher Script skill check.
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+10 The data was erased using advanced methods, such as an EMP blast.
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In addition to modifying and retrieving data from a system, the character may attempt to take control of the system and its remote components. The DC for entering the system is based on the security level of the system, as described above. Once in the system, the character must make a second Computer Use (data and operation systems) check to modify commands sent to remote components.
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DC Example Command
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5 Begin or cease normal operations
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10 Delay the start or end of normal operations by a small amount of time (10% of the time of the normal operations), with a minimum of 10 minutes.
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15 Stop operations in mid-cycle.
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20 Override security or safety protocols.
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30 Self-destruct.
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4
NOTES/Computer Use (Biotech).txt
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NOTES/Computer Use (Biotech).txt
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Ability: Intelligence.
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Requires Training: Yes.
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Due to the extreme complexity of manipulating the genome (human or otherwise), specific computer systems must be used for dealing with biotech. This skill allows a character to operate such systems. Note that this skill does not impart any training in biotechnology; the skill Knowledge (Life Sciences) must be purchased for that purpose.
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NOTES/Craft (Electrical).txt
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NOTES/Craft (Electrical).txt
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Ability: Intelligence.
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Requires Training: Yes.
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Craft (electronic) includes the intricate wiring required for building robots; computer-guided vehicles and weapons; and other fusions of mechanical and electrical systems. If an object is mechanical as well as electronic, the DC for producing it is increased by +5. However, the character gains a +2 synergy bonus on the skill roll if he possesses at least 5 ranks in Craft (Mechanical).
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NOTES/Craft (Mechanical).txt
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NOTES/Craft (Mechanical).txt
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Ability: Intelligence.
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Requires Training: Yes.
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This skill allows a character to build mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. When building a mechanical device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.
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The character using this skill can combine raw components to form various trap kits. There is a 10% chance on any failed skill roll that the components are lost, even though a trap was not crafted.
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Check: The DC is determined by the type of trap being created. The more powerful the trap, the more difficult it is to build and the more components it requires.
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Special: A character without a mechanical tool kit takes a –4 penalty on Craft (Mechanical) checks.
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Use: Selected.
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NOTES/Craft (Metalsmith).txt
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NOTES/Craft (Metalsmith).txt
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Ability: Intelligence.
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Requires Training: Yes.
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This skill includes such trades as blacksmithing and metallurgy. Among less-advanced communities, Craft (metalworking) is often the highest form of technology; the tools produced using this skill, ranging from armor and shields to plows and heavy chain, mean the difference between life and death.
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The character knows how to create most types of armor, shields and helmets from different materials.
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How to craft
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The character first needs to create the components required for the item he wants to create from base materials (wood, leather, metal, etc). This can be done by selecting the craft armor option in the material item's radial menu.
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Each item is constructed from two different components (a larger and a smaller one), that need to be assembled in order to finish crafting process.
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To assemble the two components, use the craft armor option in the smaller component's radial menu and target the larger component with it. On a successful Craft Armor skill check, the new item will be created in the character's inventory. Note that it is not possible to create magic items with your crafting skills. For further information about crafting, please refer to the manual.
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NOTES/Craft (Nanotech).txt
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NOTES/Craft (Nanotech).txt
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Ability: Intelligence.
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Requires Training: Yes.
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Nanotech is arguably the most complex technology. This skill allows characters to manipulate nanotechnology and even create it.
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NOTES/Craft (Pharmaceuticals).txt
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NOTES/Craft (Pharmaceuticals).txt
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Ability: Intelligence.
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Requires Training: Yes.
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Craft (Pharmaceuticals) allows a character to produce all manner of medicinal & biotech drugs. Given the proper materials, time and equipment, a character with this skill can create mutagens, mutation inhibitors, genetically engineered pathogens and even entirely new forms of life.
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NOTES/Craft (Structural).txt
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NOTES/Craft (Structural).txt
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Ability: Intelligence.
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Requires Training: No.
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This skill allows a character to to craft various items as well as build wooden, concrete, or metal structures from scratch, including bookcases, desks, walls, houses, and so forth, and includes such handyman skills as plumbing, painting, drywall, laying cement, and building cabinets.
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NOTES/Creeper.txt
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NOTES/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 vine-like plants are known as creepers. Creepers are the fastest moving of all of the greenfolk. Agile & proficient climbers, a creeper's living areas usually has a vertical orientation.
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Creeper Ability Adjustments: +1 DEX, +2 CON
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Special Abilities:
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- Medium: As Medium creatures, creepers have no special bonuses or penalties due to their size.
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- Creeper base land speed is 30 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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- Grappler: Due to their wiry, vermicular nature, Creepers recieve Improved Grapple as a bonus feat.
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- Natural Climber: Creepers receive a +10 bonus to their Climb skill.
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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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NOTES/Culen.txt
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NOTES/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: +3 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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- 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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- Tough: Culens recieve the Toughness feat for free at 1st level.
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- Spiny Hide: Culens are covered with blunt spines that provide a +1 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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NOTES/Cyborg Human.txt
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NOTES/Cyborg Human.txt
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Cyborgs are stock humans that have for various reasons, been fitted with one or more cybernetic implants early on in their lives. Like regular stock humans, most are very similar to ancient humans with the major exception of directly interfacing their bodies with one or more machines. However, cyborgs on Gamma Terra can 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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NOTES/Decipher Script.txt
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NOTES/Decipher Script.txt
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Ability: Intelligence.
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Requires Training: Yes.
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Check: A character can decipher writing in an ancient language or in code, or interpret the meaning of an incomplete text. The base DC is 20 for the simplest messages, 25 for standard codes, and 30 or higher for intricate or complex codes or exotic messages. Helpful texts or computer programs can provide a bonus (usually a +2 circumstance bonus) on the check, provided they are applicable to the script in question.
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If the check succeeds, the character understands the general content of a piece of writing, reading about one page of text or its equivalent in 1 minute. If the check fails, the GM makes a Wisdom check (DC 10) for the character to see if he or she avoids drawing a false conclusion about the text. (Success means that the character does not draw a false conclusion; failure means that the character does.)
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NOTES/Demolition.txt
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NOTES/Demolition.txt
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Ability: Intellgence.
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Requires Training: Yes.
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Demolition checks are made when setting, disarming or placing explosives for maximu desired effect.
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Check: Setting a simple explosive to blow up at a certain spot doesn’t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.
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Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.
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A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making his or her check to set the detonator (it must be higher than 10). The character’s DC to set the detonator is equal to the disarm DC.
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Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure’s construction.
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Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Demolitions check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off.
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|
||||
A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Demolitions checks.
|
||||
|
||||
A character without a demolitions kit takes a –4 penalty on Demolitions checks.
|
||||
|
||||
Making an explosive requires the Craft (chemical) skill.
|
||||
|
||||
Time: Setting a detonator is usually a full-round action. Placing an explosive device takes 1 minute or more, depending on the scope of the job.
|
8
NOTES/Diplomacy.txt
Normal file
8
NOTES/Diplomacy.txt
Normal file
@@ -0,0 +1,8 @@
|
||||
Ability: Charisma.
|
||||
Requires Training: No.
|
||||
|
||||
A successful Persuade check prompts NPCs to reveal additional information or provide increased rewards.
|
||||
|
||||
Check: A character can change others’ attitudes with a successful check (see the table below. In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases where two advocates or diplomats plead opposing cases before a third party.
|
||||
|
||||
Use: Used in conversation.
|
8
NOTES/Disguise.txt
Normal file
8
NOTES/Disguise.txt
Normal file
@@ -0,0 +1,8 @@
|
||||
Ability: Charisma.
|
||||
Requires Training: No.
|
||||
|
||||
Use this skill to change your appearance. The effor requires at least a few props and some make up. A disguise can include an apparent change of height or weight of no more than one-tenth the original unless specially crafted prosthetics or costumes are utilized.
|
||||
|
||||
Check: A character’s Disguise check result determines how good the disguise is. It is opposed by others’ Spot check results.
|
||||
|
||||
The effectiveness of the character’s disguise depends in part on how much the character is attempting to change his or her appearance.
|
12
NOTES/Dwarf Mutant.txt
Normal file
12
NOTES/Dwarf 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 Dwarfs are much smaller and weaker than normal humans and other mutants but are quicker & more agile.
|
||||
|
||||
Mutant Dwarf Ability Adjustments: -2 STR, +2 DEX
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- 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.
|
||||
- Mutant Dwarf base land speed is 20 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.`
|
38
NOTES/Enforcer.txt
Normal file
38
NOTES/Enforcer.txt
Normal file
@@ -0,0 +1,38 @@
|
||||
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.
|
||||
|
||||
Class BAB Fort Ref Will Class Features
|
||||
1st +1 +2 +0 +0 Talent
|
||||
2nd +2 +3 +0 +0 Bonus feat
|
||||
3rd +3 +3 +1 +1
|
||||
4th +4 +4 +1 +1 Talent
|
||||
5th +5 +4 +1 +1 Bonus feat
|
||||
6th +6/+1 +5 +2 +2
|
||||
7th +7/+2 +5 +2 +2 Talent
|
||||
8th +8/+3 +6 +2 +2 Bonus feat
|
||||
9th +9/+4 +6 +3 +3
|
||||
10th +10/+5 +7 +3 +3 Talent
|
||||
11th +11/+6/+1 +7 +3 +3 Bonus feat
|
||||
12th +12/+7/+2 +8 +4 +4
|
||||
13th +13/+8/+3 +8 +4 +4 Talent
|
||||
14th 14/+9/+4 +9 +4 +4 Bonus feat
|
||||
15th +15/+10/+5 +9 +5 +5
|
||||
16th +16/+11/+6/+1 +10 +5 +5
|
||||
17th +17/+12/+7/+2 +10 +5 +5 Bonus feat
|
||||
18th +18/+13/+8/+3 +11 +6 +6
|
||||
19th +19/+14/+9/+4 +11 +6 +6
|
||||
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat
|
||||
|
||||
Enforcers have the following game statistics:
|
||||
|
||||
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.
|
||||
|
||||
Hit Die: d10
|
||||
|
||||
CLASS SKILLS
|
||||
|
||||
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),
|
||||
Repair (Int), Speak Language (n/a), and Swim (Str).
|
||||
|
||||
Skill Points at 1st level: (3 + Int modifier) x 4
|
||||
|
||||
Skill Points at Each Additional Level: 3 + Int modifier
|
14
NOTES/Ent.txt
Normal file
14
NOTES/Ent.txt
Normal file
@@ -0,0 +1,14 @@
|
||||
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.
|
||||
|
||||
Culen Ability Adjustments: +1 STR, +2 CON
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Large: As Large creatures, ents receive -1 penalties to their Attack and Armor Class, and -4 to their Hide skill.
|
||||
- Culen 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.
|
||||
- Towering: An ent's sheer size gives them a +3 bonus to the Intimidate skill.
|
||||
- Bark Hide: Like normal trees, ents have a bark-like hide that grants them a +2 Natural Armor Bonus.
|
||||
- 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).
|
12
NOTES/Equin.txt
Normal file
12
NOTES/Equin.txt
Normal file
@@ -0,0 +1,12 @@
|
||||
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.
|
||||
|
||||
Equin Ability Adjustments: +2 STR
|
||||
|
||||
Special Abilities:
|
||||
|
||||
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
|
||||
- Medium: As Medium creatures, equin have no special bonuses or penalties due to their size.
|
||||
- Equin base land speed is 40 feet.
|
||||
- Heightened Senses: Equins receive a +3 bonus to Listen 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).
|
4
NOTES/Escape Artist.txt
Normal file
4
NOTES/Escape Artist.txt
Normal file
@@ -0,0 +1,4 @@
|
||||
Ability: Dexterity.
|
||||
Requires Training: No.
|
||||
|
||||
Use this skill to
|
14
NOTES/Felid.txt
Normal file
14
NOTES/Felid.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. "Felid" is a catch-all term to describe engineered mutants that have a jaguar, leopard, lion or similar animals as a genetic progenitor.
|
||||
|
||||
Felid Ability Adjustments: None
|
||||
|
||||
Special Abilities: None
|
||||
|
||||
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
|
||||
- Medium: As Medium creatures, felids have no special bonuses or penalties due to their size.
|
||||
- Felid base land speed is 30 feet.
|
||||
- Naturally Stealthy: Felids receive a +3 bonus to Hide & Move Silently checks.
|
||||
- Darkvision: Felids can see in the dark as well as daylight.
|
||||
- Natural Weapon: Felids 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).
|
BIN
NOTES/GW Skill Mapping.xlsx
Normal file
BIN
NOTES/GW Skill Mapping.xlsx
Normal file
Binary file not shown.
9
NOTES/Knowledge (Advanced Technology).txt
Normal file
9
NOTES/Knowledge (Advanced Technology).txt
Normal file
@@ -0,0 +1,9 @@
|
||||
Ability: Intelligence.
|
||||
Requires Training: Yes.
|
||||
|
||||
Check: A character makes a Knowledge check to see if the character knows something.
|
||||
|
||||
The DC for answering a question within the character’s field of study is 10 for easy questions, 15 for basic questions, and 20 to 30 for tough questions.
|
||||
|
||||
The technological leaps that came out of the Final Wars, before the implosion of civilization, are considered advanced technology. Robotics, artificial intelligence, energy weaponry, antigravity, force fields and even teleportation all appeared during this era. Note that neither nanotechnology nor biotechnology are covered by Knowledge (Advanced Technology); nanotechnology has its
|
||||
own skill, while biotechnology falls under Knowledge (Life Sciences).
|
8
NOTES/Knowledge (Business).txt
Normal file
8
NOTES/Knowledge (Business).txt
Normal file
@@ -0,0 +1,8 @@
|
||||
Ability: Intelligence.
|
||||
Requires Training: No.
|
||||
|
||||
The art of the deal remains largely the same, even if commodities and currencies have changed a great deal. Knowledge (business) covers business theory, historical business models and, where appropriate, business law. The higher the character's skill the better the price received when selling or purchasing goods.
|
||||
|
||||
Check: The character makes an opposed roll against the merchant's skill. If the merchant wins, the characters pay more for the goods in the store. If the character wins, they pay less. The first time the player interacts with a merchant dictates the prices in that store until their skill improves.
|
||||
|
||||
Use: Automatic in stores.
|
4
NOTES/Knowledge (Nanotech).txt
Normal file
4
NOTES/Knowledge (Nanotech).txt
Normal file
@@ -0,0 +1,4 @@
|
||||
Ability: Intelligence.
|
||||
Requires Training: Yes.
|
||||
|
||||
Far and away the most advanced form of technology the world has ever seen, nanotechnology is in a class of its own compared to the other “era-based” Knowledge (Technology) skills. Because nanotechnology is a marriage of everything from biology and computer science to robotics and quantum mechanics, 5 or more ranks in Knowledge (Nanotech) gives the character a +2 synergy bonus on the following skills: Craft (Nanotech), Knowledge (Life Sciences) and Knowledge (Physical Sciences).
|
13
NOTES/Large Robot.txt
Normal file
13
NOTES/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
NOTES/Marsu.txt
Normal file
14
NOTES/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
NOTES/Medium Robot.txt
Normal file
11
NOTES/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
NOTES/Musteloid.txt
Normal file
13
NOTES/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
NOTES/Myco.txt
Normal file
13
NOTES/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
NOTES/Porcin.txt
Normal file
13
NOTES/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
NOTES/Primax.txt
Normal file
13
NOTES/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
NOTES/Pure Strain Human.txt
Normal file
10
NOTES/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
NOTES/Reptoid.txt
Normal file
13
NOTES/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).
|
6
NOTES/Research.txt
Normal file
6
NOTES/Research.txt
Normal file
@@ -0,0 +1,6 @@
|
||||
Ability: Intelligence.
|
||||
Requires Training: Yes.
|
||||
|
||||
Check: Researching a topic takes time, skill, and some luck.
|
||||
|
||||
Research in the Gamma Age is much different and more difficult than in the modern age. The primary difference exists in the medium: Modern research assumes the presence of an internet, as well as carefully catalogued libraries and other archives. It is rare for a Gamma World character to have access to either, though some archivists’ communities possess intranet computer systems and vast amounts of carefully collated hard data. Outside of these rare instances, characters using the Research skill find themselves rooting through incomplete and often heavily damaged community and personal libraries.
|
13
NOTES/Rodet.txt
Normal file
13
NOTES/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
NOTES/Rumin.txt
Normal file
13
NOTES/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
NOTES/Sectoid.txt
Normal file
15
NOTES/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
NOTES/Shrubbo.txt
Normal file
13
NOTES/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 & Balance.
|
||||
- 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 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).
|
41
NOTES/Skill Comparison.txt
Normal file
41
NOTES/Skill Comparison.txt
Normal file
@@ -0,0 +1,41 @@
|
||||
NWN <--> Gamma World d20 Skill Comparison
|
||||
|
||||
AnimalEmpathy
|
||||
Concentration
|
||||
DisableTrap
|
||||
Discipline
|
||||
Heal
|
||||
Hide
|
||||
Listen
|
||||
Lore
|
||||
MoveSilently
|
||||
OpenLock
|
||||
Parry
|
||||
Perform
|
||||
Persuade
|
||||
PickPocket
|
||||
Search
|
||||
SetTrap
|
||||
Spellcraft
|
||||
Spot
|
||||
Taunt
|
||||
UseMagicDevice
|
||||
Appraise
|
||||
Tumble
|
||||
CraftTrap
|
||||
Bluff
|
||||
Intimidate
|
||||
CraftArmor
|
||||
CraftWeapon
|
||||
Ride
|
||||
Jump
|
||||
Truespeak
|
||||
Sense_Motive
|
||||
Martial_Lore
|
||||
Balance
|
||||
IaijutsuFocus
|
||||
CraftAlchemy
|
||||
CraftPoison
|
||||
Psicraft
|
||||
Climb
|
||||
CraftGeneral
|
8
NOTES/Sleight of Hand.txt
Normal file
8
NOTES/Sleight of Hand.txt
Normal file
@@ -0,0 +1,8 @@
|
||||
Ability: Dexterity.
|
||||
Requires Training: Yes.
|
||||
|
||||
Sleight of hand allows a character to perform feats of presidigitation & remove items from another's posession.
|
||||
|
||||
Check: There are two parts to successfully picking a pocket. First, the item must be acquired, and then the targeted creature must not notice the theft. Stealing the item is a simple skill test against the target's DC. The base DC for a neutral or tolerant creature is 20, and 30 for a hostile creature. This roll is modified by armor check penalties. The targeted creature then makes an opposed Spot check against the character's Pick Pocket check. Hostile creatures have a +10 bonus to their Spot checks in this test. If the targeted creature succeeds at this opposed check, then the target has detected the theft attempt. An NPC who detects the attempt will turn hostile, and a PC will be informed that the character has attempted to use Pick Pocket on him. If the character is successful at both checks, then he steals the item without being detected.
|
||||
|
||||
Use: Select skill, then select valid target.
|
12
NOTES/Small Robot.txt
Normal file
12
NOTES/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
NOTES/Stock Human.txt
Normal file
11
NOTES/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.
|
||||
|
23
NOTES/Survival.txt
Normal file
23
NOTES/Survival.txt
Normal file
@@ -0,0 +1,23 @@
|
||||
Ability: Wisdom.
|
||||
Requires Training: No.
|
||||
|
||||
Check: A character can keep his or herself and others safe and fed in the wild and allows the proper placement of traps to do so.
|
||||
|
||||
DC Situation
|
||||
|
||||
10 Identify bio- and nano-engineered plants and animals.
|
||||
15 Identify areas, food and water contaminated by chemical pollution.
|
||||
20 Identify areas, food and water contaminated by radioactive pollution.
|
||||
25 Identify areas, food and water contaminated by bio- or nanotech pollution.
|
||||
25 Find uncontaminated food and water in a chemically contaminated area.
|
||||
30 Dec1ontaminate food and water from a chemically contaminated area.
|
||||
30 Find uncontaminated food and water in a radioactively contaminated area.
|
||||
35 Decontaminate food and water in a radioactively contaminated area.
|
||||
35 Find uncontaminated food and water in a bio- or nanotech contaminated area.
|
||||
40 Decontaminate food and water in a bio- or nanotech contaminated area.
|
||||
|
||||
Special: 5 or more ranks in Disable Traps grants a +2 synergy bonus on Set Trap checks. Any party members are able to see traps that one character has set.
|
||||
|
||||
Spectacular Failure: If a skill check is failed by 10 or more, the trap goes off in the attempt to set it. This can only occur if you are in combat when trying to set the trap.
|
||||
|
||||
Use: Use a trap kit from your inventory. An icon visible to you and your party will appear on the ground to represent the trap.
|
8
NOTES/Treat Injury.txt
Normal file
8
NOTES/Treat Injury.txt
Normal file
@@ -0,0 +1,8 @@
|
||||
Ability: Wisdom.
|
||||
Requires Training: No.
|
||||
|
||||
With this skill a character can use medical supplies to treat wounds, poisons, disease & radiation.
|
||||
|
||||
Check: To heal poisons and diseases, the healer must make a successful check against their DC. If he is successful, the target is healed and is cured a number of HP equal to the skill roll, plus all modifiers. If the target suffers from no poisons or diseases, it is still cured of damage.
|
||||
Use: Use medical supplies on a wounded creature.
|
||||
|
12
NOTES/True Mutant.txt
Normal file
12
NOTES/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
NOTES/Ursin.txt
Normal file
14
NOTES/Ursin.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. "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).
|
Reference in New Issue
Block a user