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LIZARD GAMES
"RIPPING OFF BETTER DESIGNERS SINCE 1978"
FOREWORD
Earth Delta is a roleplaying game of adventure, action, excitement, and psychic mutant badgers. It is inspired by classic "post apocalyptic" role playing games, most especially older edition of Gamma World and Metamorphosis Alpha, but also draws considerably from films like "Wizards", comic books like "Kamandi", and 1980s cartoons like "Thundarr, The Barbarian". It is a game set in a world ravaged by war and now utterly transformed, a world where beasts walk on two legs and plot against humans, where plantmen walk side-byside with robotic war machines, where even ordinary men and women can perform feats of extraordinary power. In this setting, you may face foes armed with everything from stone knives to high-tech death rays, you may battle simple bandits or gargantuan, lightning-breathing mutant crocodiles, you may explore ruined cities which reach across the horizon or slog through dense jungles. You may even look down on the ruined Earth from an orbital city, or find a sub-sea civilization still secure within its dome of synthetic diamond a foot thick. While it draws stylistic inspiration from much older games, it uses rules from modern games... specifically, it is built on the rules for the Fourth Edition of Dungeons & Dragons, and this document assumes both possession of and familiarity with those rules, which are essential for play. Earth Delta is designed to allow play in a variety of styles, from all-out gonzo to relatively serious. The nature of the rules system and the design choices mean that, regardless of style or tone, there will be a general focus on action, conflict, daring deeds, and dismal (but possibly hilarious) failures. It is possible to play campaign where a mutant rosebush shares genes with a spider and her allies are a rabbit obsessed with ancient science and a vicious robot nanny intent on "disciplining" any "naughty" enemies with a built-in sledgehammer, or you may have a campaign featuring only "normal" humans, struggling to survive and possibly rebuild the world. Earth Delta provides the rules; you decide how to apply them, how serious or silly you want to be. This book contains the core rules, intended for players and DMs. The monsters have been moved to the Earth Delta Mutant Manual, which is available wherever you got this, unless you got this off some random file sharing site or torrent, in which case... Dude! The latest and greatest version is up at http://www.mrlizard.com! Save your bandwidth for pr0n! (I suppose it's possible that, at some future time, mrlizard.com is down or I'm not hosting this there anymore, in which case, search whatever seedy back corner of the Internet you found this on for the Mutant Manual. For now, "now" being December, 2010, though, you don't need to.)
DESIGN GOALS
Here are the goals I set forth when I began this project in February 2010, having no idea just how long it would take to get to the Beta state. These goals have not changed, and I believe Earth Delta meets them all, to varying degrees of completeness. The goals of Earth Delta are: Capture the spirit of old-style Gamma World, especially the first and second editions, and of the sources which inspired it or which seemed to draw inspiration from it: Hiero's Journey, Heinlein's Orphans Of The Sky, Metamorphosis Alpha, Kamandi, Thundarr, Wasteland, Fallout, and anything else with mutants and mayhem.
II
Create a game which is balanced and playable. This isn't a beer-and-pretzels game (though it can be) or one where you create "wacky" throwaway characters. Nor is it one where random luck determines if you're useful. One of the Unchanged is just as powerful as a winged grizzly bear with laser eyes. Allow for the playing of winged grizzly bears with laser eyes. Be balanced with standard 4e rules, so there's minimal work involved in taking creatures, or characters, from this game into D&D.
Mad? They dared to call me mad? Well, we'll see how it goes.
BETA 1
What you are holding in your hand... or, more probably, looking at on your screen... is the "Beta" version of the rules for Earth Delta. What this means is that the core mechanics are very unlikely to change. There has been some playtesting, and it's been determined things work well enough as a framework. What may change -what almost certainly will change -- is small details, if an ability gives a +1 or a +2, if a power belongs in the third level or the seventh, if it should stun or daze, and so on. This document focuses very heavily on the first ten levels of play, the "Heroic Tier". There is quite a bit of material which goes beyond that, especially in the form of higher-level mutations and technological items, but the Earth Delta is really only "complete" to level 10... there are very few monsters, class powers, paragon paths, and so on beyond this level. As the Beta becomes more solid, more higher-level material will be added, and of course players and DMs are free to make their own... and send it to me, if they wish, for possible inclusion. While this document is free to download from http://www.mrlizard.com , please do not distribute it or share it. It is in a state of constant flux and change, and having old and incomplete copies drifting around wouldn't do anyone any good. At this point, it is my intention to keep the core rulebook -- for levels 1-30, complete -- as a free, though not public domain or open copyright, product. Please send any comments, criticism, design flaws, unclear rules, and compliments (if you have any) to: lizard@mrlizard.com or mrlizard@gmail.com Probably not a bad idea to mention "Earth Delta" in the subject line, too.
III
A WORD ON TONE
By the way, despite my intention that this game be at least potentially serious, and that I don't consider the entire idea of mutant wombats to be so inherently silly that the only thing you can do is play it for laughs, the fact is, I am a very sarcastic person. I can't help it. When writing for pay, to other people's editorial standards, I have to tone it down a notch... or ten... but this project is (probably) non-commercial and done for my own enjoyment. Thus, you will see many asides, quips, snarky bits, and the like. This shouldn't be seen as me saying to you, the reader, "This is all a great big joke, ha ha", but, rather, just me enjoying the act of creating and writing this as I hope someone, someday, will enjoy playing it.
OLDER VERSIONS
Older, "alpha" versions of this document are available at http://www.mrlizard.com. These versions contain many design notes, change lists, and so on which would just be confusing/distracting in this Beta, but anyone is free to download them.
AND IN CONCLUSION...
Welcome to Earth Delta, the changed Earth!
SPECIAL THANKS...
To my initial playtesters, whose constant nagging constructive criticism and patience in putting up with my habit of rolling 4d6 on the "Random Rule Change" chart before each game session has made this a far better product than it otherwise would have had any hope of being. (And it's still improving, with their help.) I present the initial party of bold adventurers to wander through the mad landscape of Earth Delta: Jesse (Human Scholar), Fraulein (Robot Savage), Archie (Rabbitoid Scavenger) and Chrys (Quickvine Archer).
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TABLE OF CONTENTS
T of Contents able
"Ripping off better designers since 1978" i
i
i
i ii ii iii iii iii
Special Thanks...
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i 16
16 16 16 16
16 17
Mutation
Resistances Quick Summary of Bonus Types And Stacking
17
17 17
18
18 18
Character Creation
Character Creation
Races Backgrounds Classes
19
19
19 19 20
Races
Character Races Unchanged Human
Human Racial Traits Human Talent Scaling Bonuses Example Human Gifts Gifts Of The Blade (Melee Slot)
21
21 21
21 22 22 22 22 23
TABLE OF CONTENTS
Gifts Of Might (Arms Slot) Gifts Of The Monkey (Hand Slot) Gifts Of Motion (Feet Slot) Gifts Of The Mind (Head Slot) Gifts Of Health (Neck Slot) Gifts Of The Heart (Waist Slot) Cybernetics Ultimate Survivor (Human Paragon Path) Ultimate Survivor Class Features Ultimate Survivor Powers
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26 26 27 28 30 30 32 32 32 32
Mutated Humans
Mutant Human Racial Traits Personal Mutations Humanoid Infiltrator Paragon Path Humanoid Infiltrator Class Features
33
33 34 34 34
Mutated Animals
Personal Mutations Amphibians Frog Frogoid Racial Traits Birds Hawk Hawkman Racial Traits Owl Owloid Racial Traits Mammals Ape, Gorilla Gorilloid Racial Traits Ape, Chimpanzee Chimpoid Racial Traits Bear Bearoid Racial Traits Jaguar Jaguaroid Racial Traits Rabbit Rabbitoid Racial Traits Rat Ratoid Racial Traits Rhino Rhinoid Racial Traits Wolf Wolfoid Racial Traits Reptoids Gatoroids Gatoroid Racial Traits Giloids (Gila Men) Giloid Racial Traits Serperntoids (Snake Men) Serpentoid Racial Traits
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36 36 36 36 37 37 37 37 38 38 38 38 39 39 39 39 40 40 40 40 41 41 42 42 42 42 43 43 43 44 44 45 45
Mutant Plants
Plantmen Strongbark Plantmen
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46 47
TABLE OF CONTENTS
Strongbark Racial Traits Quickvine Plantmen Quickvine Racial Traits General Notes On Plants
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47 47 47 48
Robots
Robot Racial Traits Robot Personalities Robot Healing Robot Construction Head And Senses Arms Legs Functional Enhancements And Specialized Gear Steel Guardian Steel Guardian Path Features Steel Guardian Powers
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49 50 51 51 52 52 53 53 53 54 54
55 55
56 56 56 56 56 56 57 57 57 57 57 57 57 58 58 58 58 58 58 58 58 59 59 59 59 59 59 59 60 60 60 60 60 60
TABLE OF CONTENTS
Feral Pack
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61 61
62
62 62 62
62 63 63 65 72 72 72 72
Natural Weapons
Claws Secondary Natural Weapons Secondary Natural Weapons Power Bolts Power Bolt Names and Descriptions Feats, Abilities, Etc, Which Upgrade Natural Weapons
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77 78 78 78 79 79 79
Natural Armor
Natural Armor vs. Worn Armor Improved Natural Armor
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80 81
Robotic Components
Functional Enhancements New Functional Enhancements Robot Armor
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81 83 84
85
85 86 86 87 87 87 87 88 88 88 89 89 90 91 91 92 92 93 94
TABLE OF CONTENTS
Weapon Mutations Acidic Blazing Distant Forked Freezing Electrified Impacting Impaling Jagged Large Precise Poisonous Rending Arms Mutations Special Compatibility Note: Shield Mutations Adrenal Sacks Agony Tendrils Black Thumb Carapace, Partial (Shield) Carapace, Total (Shield) Crystalline Shell (Shield Enhancement) Disruptive Field Massive (Shield Enhancement) Spikes Telekinetic field, Greater (Shield) Telekinetic field, Lesser (Shield) Foot Mutations Burst Of Speed Crabfoot Defensive Blink Slick Suction Feet Temporal Acceleration Hand Mutations Flame Generation Frost Generation Healing Leechpalms Phasing Portal Palms Twisting Grip Head Mutations Bestial Lobe Mentamorph Multiple Lobes Oversized Ears Paralytic Gaze Reactive Instinct Telekinesis Third Eye Neck Mutations Backup Mentality Blood Filtration
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94 94 95 96 96 97 98 99 99 100 101 101 102 102 103 103 104 104 105 105 106 106 106 107 107 108 108 109 109 109 110 110 111 111 112 112 113 113 114 114 115 116 117 117 118 118 119 119 119 120 120 121 121 121
TABLE OF CONTENTS
Defensive Inflation Frozen Skin Environmental Adaptation Gasbags Metabolic Stabilization Personal Force Field Reflexive Camouflage Vibrational Resonance Waist Mutations Adaptive Defenses Armored Underbelly Entangling Tail Ink Sacks Iron Constitution Flexible Spine Packbeast Ancestry Spined Torso Greater Mutations Accelerated Healing Atomic Power Cryokinetic Field Four Armed Psychic Blur Pyrokinetic Field Spectral Shift
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122 122 123 124 124 125 125 126 126 126 127 127 128 128 129 129 130 130 131 131 132 132 133 133 134
Bloodline Mutations
Arachnid Bloodline Arachnid Bloodline [Bloodline Mutation] Greater Webs [Arachnid Bloodline] Hunter's Strike [Arachnid Bloodline] Panic The Prey [Arachnid Bloodline] Silken Step [Arachnid Bloodline] Selective Fire [Arachnid Bloodline] Trapdoor Leap [Arachnid Bloodline] Trapping Spray [Arachnid Bloodline] Webline [Arachnid Bloodline] Empathic Bloodline Thrall New Keyword: Subtle Crippling Feedback [Empathic Bloodline] Empathic Bloodline[Bloodline Mutation] Empathic Touch [Empathic Bloodline] Masterful Trickery [Empathic Bloodline] Shared Anguish [Empathic Bloodline] Shared Joy [Empathic Bloodline] Shared Suffering [Empathic Bloodline] Polymorphic Bloodline Bestial Form [Polymorphic Bloodline] Extension [Polymorphic Bloodline] Fluidic Form [Polymorphic Bloodline] Internal Shifting [Polymorphic Bloodline] Polymorphic Bloodline [Bloodline Mutation] Regenerative Shifting [Polymorphic Bloodline]
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134 135 135 135 135 136 136 136 136 136 137 137 138 138 138 138 139 139 139 139 140 140 140 140 141 141 141
TABLE OF CONTENTS
Weapons Of Bone [Polymorphic Bloodline] Psychokinetic Bloodline Multiple Manipulation [Psychokinetic Bloodline] Ranged Manipulation [Psychokinetic Bloodline] Rapid Levitation [Psychokinetic Bloodline] Psychokinetic Bloodline[Bloodline Mutation] Psychokinetic Levitation [Psychokinetic Bloodline] Psychokinetic Leap Pyrokinetic Bloodline Amplified Inferno [Pyrokinetic Bloodline] Cloak Of Flame [Pyrokinetic Bloodline] Pyrokinetic Bloodline [Bloodline Mutation] Searing Grip [Pyrokinetic Bloodline] Spectrum Alteration [Pyrokinetic Bloodline] Unseen Ignition [Pyrokinetic Bloodline] Temporal Bloodline Attack The Future [Temporal Bloodline] Borrow Life [Temporal Bloodline] Future Echo [Temporal Bloodline] Step Between Moments [Temporal Bloodline] Speed Of Thought [Temporal Bloodline] Temporal Bloodline [Mutant Bloodline] Venomous Bloodline Poison Effects Corrosive Personality [Venomous Bloodline] Deep Strike [Venomous Bloodline] Magnetic Poison [Venomous Bloodline] Multiple Glands [Venomous Bloodline] Oozing Poison [Venomous Bloodline] Poisonous Strike [Venomous Bloodline] Paragon Poison [Venomous Bloodline] Venomous Bloodline [Bloodline Mutation]
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142 142 142 142 142 142 143 143 144 144 144 144 145 145 146 146 146 146 147 147 147 148 148 148 148 149 149 149 149 150 150 150
Classes
Classes In Earth Delta New Keywords and Terms
Secondary Area Adjacent Cover
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151 152
152 152
152 153
153 153 154 154 155 155 155 155
156
156 156
TABLE OF CONTENTS
Level 1 At-Will Exploits Level 1 Encounter Exploits Level 2 Utility Exploits Level 3 Encounter Exploits Level 5 Daily Exploits Level 6 Utility Exploits Level 7 Encounter Exploits
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156 157 157 157 158 158 158
Savage
Class Traits Building A Savage Fearsome Savage Brutal Savage Savage Class Features Call Out Victim Fury Frenzy Expression Level 1 At-Will Exploits Level 1 Encounter Powers Level 1 Daily Exploits Level 2 Utility Exploits Level 3 Encounter Exploits Level 5 Daily Exploits Level 6 Utility Exploits Level 7 Encounter Exploits Level 9 Daily Exploits Level 10 Utility Exploits Level 13 Encounter Exploits Level 15 Daily Exploits Level 16 Utility Exploits Level 17 Encounter Exploits Level 19 Daily Exploits Level 22 Utility Exploits Level 23 Encounter Exploits Level 25 Daily Exploits Level 27 Encounter Powers Level 29 Daily Powers Savage Paragon Paths Gangleader Gangleader Path Features Gangleader Exploits Hulking Brute Hulking Brute Path Features Hulking Brute Exploits
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159 159 159 160 160 160 161 161 162 163 164 165 166 167 168 169 170 171 173 173 175 176 177 178 178 179 180 181 182 183 183 183 184 184 185 185
Scavenger
Class Traits The Scavenger's Tools The Naked Scavenger Scavenger Class Features Scavenger Training Level 1 At-Will Gadgets Level 1 Encounter Gadgets Level 1 Daily Gadgets
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186 187 187 187 188 188 190 191
TABLE OF CONTENTS
Level 2 Utility Gadgets Level 3 Encounter Gadgets Level 5 Daily Gadgets Level 6 Utility Gadgets Level 7 Encounter Gadgets Level 9 Daily Gadgets Level 10 Utility Gadgets Level 13 Encounter Gadgets Level 15 Daily Gadgets Level 16 Utility Gadgets Level 17 Encounter Devices Level 19 Daily Gadgets Level 22 Utility Gadgets Level 23 Encounter Gadgets Level 25 Daily Gadgets Level 27 Encounter Gadgets Level 29 Daily Gadgets Scavenger Paragon Paths Grenadier Grenadier Path Features Grenadier Gadgets Photon Master Photon Master Path Features Photon Master Gadgets
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192 193 194 195 196 197 198 199 200 201 202 203 205 205 206 208 209 210 210 211 211 212 212 212
Scholar
Class Traits Scholar Class Features Level 1 At-Will Gadgets Level 1 Encounter Gadgets Level 1 Daily Gadgets Level 2 Utility Gadgets Level 3 Encounter Gadgets Level 5 Daily Gadgets Level 6 Utility Gadgets Level 7 Encounter Gadgets Level 9 Daily Gadgets Level 10 Utility Gadgets Level 13 Encounter Gadgets Level 15 Daily Gadgets Level 16 Utility Gadgets Level 17 Encounter Gadgets Level 19 Daily Gadgets Level 22 Utility Gadgets Level 23 Encounter Gadgets Level 25 Daily Gadgets Level 27 Encounter Gadgets Level 29 Daily Gadgets Scholar Paragon Paths Visionary Visionary Class Features Visionary Gadgets War Surgeon War Surgeon Path Features
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213 214 215 216 217 219 220 221 222 223 224 226 227 228 228 229 230 231 232 234 235 236 236 236 237 237 238 238
TABLE OF CONTENTS
War Surgeon Gadgets
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238
Survivalist (Ranger)
Fang And Claw (And Tusk And Tail And....) Power Bolts And Crossbow Bolts Guns, Guns, Guns. Gunslinger Ranger Blade And Blaster Fighting Style Beast Companions What If My Armored Grizzly Dies? Armored Grizzly (Bear) Flickercat (Cat) Skyfang (Raptor) Exploits Level 1 At-Will Exploits Level 1 Encounter Exploits Level 1 Daily Exploits Level 2 Utility Exploits Level 6 Utility Exploits
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239 239 239 239 240 240 240 240 240 241 241 241 242 242 242 242
Wastelord (Warlord)
New Class Features Rifleman Ruthless Wastelord Commanding Presence Level 1 At-Will Exploits Level 1 Encounter Exploits
243
243 243 243 243 244 244
Paragon Paths
Reborn Soldier Reborn Soldier Class Features Reborn Soldier Exploits
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244 245 245
Skills
Introduction New Skills
Cults (Intelligence) History Option: Ancient and Modern History Technology (Intelligence) Healing Machines
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247 247
247 247 247 247 248
Changed Skills
Bluff Dungeoneering Heal Nature
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248 248 249 249
249
249 249 250 250 251
TABLE OF CONTENTS
Feats
Gunfighter
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256
256
257
257 257 257 257 257 257 258 258 258 258 258 258 258 258 258 258 259 259 259 259 259 259 259 259 259 259 259 259 259 260 260 260 260 260 260 260 261 261 261 261 261 261 261 262 262 262 262 262 263 263
TABLE OF CONTENTS
One Bullet Left Stab And Shoot General Feats Bountiful Harvest Burning Bolt [Power Bolt] Clawing Free Double-Tap [Rapid Fire] Chilling Bolt [Power Bolt] Enlarged Blast Flexible Weapon [Natural Weapon] Grazing Shot [Rapid Fire] Heroic Enhanced Mutation Improved Telepathy Savage Lunge [Natural Weapon] Shrewd Bargainer Swarm Sweeper Unstable Mutation Pistol Whip Splashing Bolt[Power Bolt] Technique Training Vehicle Proficiency
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263 263 263 263 263 263 263 263 263 264 264 264 264 264 264 264 264 265 265 265 265
265
265 265 265 265 265 265 265 265 266 266 266 266 266 266 266 266 266 267 267 267 267 267 268 268 268 268 268 268 268 268 268
TABLE OF CONTENTS
Epic Tier Feats
General Feats Epic Enhanced Mutation Extra Greater Mutation Light Power Armor Proficiency Heavy Power Armor Proficiency Rapid Mutation Repeat Mutation True Flight
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269 269 269 269 269 269 269 269
Equipment
Introduction Economics The "Tech" Keyword
Types Of Technology Low Tech Standard Tech High Tech Ultra Tech Handy Tech Level Guide Using Tech Technology Use Skill Challenge
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270 270 270
270 270 270 270 271 271 271 271
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272 273 273 274 274
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274 276 277 277 278 278 278 278 279 281 281 282 282 282
282
282
284
284 284 284 284
TABLE OF CONTENTS
New Rule: Faulty Items Faulty New Keyword: Ablative
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285 285 286
Armor Power Armor Ammunition Weapons Toolkits Pouches Arms Slot Items Feet Slot Items Hands Slot Items Head Slot Items Neck Slot Items Implants (Rings) Waist Slot Items Wondrous (Technological) Items Consumables
Technological Consumables Mutational Consumables Algal Symbiote Level 1 Essence Of Shockadillo Level 5+ Mindfog Powder Level 4+ Mongoose Blood Level 5+ Pureed Ganglia Level 10 Thermite Oil Level 6+
287 293 295 297 306 308 311 314 318 320 325 328 329 332 337
337 340 341 341 341 342 342 342
Vehicles
New Rules Beast Blimp Glidecar Scav Cycles Walker
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342 343 344 344 345
DM's Guide
Introduction Rant The First: On DMing The "Assumed World"
Languages Understanding Other Tongues
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347 347 348
350 351
352
352 352
TABLE OF CONTENTS
Coins And Barter What's For Sale? Swapping Barter For Gold So What Exactly Did We Find? An Example Of The System In Action Challenging Items Determining Challenge Other Thoughts On Loot Campaign Tiers Heroic Tier: Scrabbling Through The Rubble Paragon Tier: The Wider World Epic Tier: Great Mysteries And Empire Building
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352 353 354 354 359 360 361 361 361 362 362 362
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363 364 364 365 365 365 365 366 366 366 367 368 368 368 368 368 369 369 370 370 371 371 372
Sample Characters
Introduction Dral Bluescale
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374 374
376
376 376
376
377
377
377
End Notes
378
RULES - INTRODUCTION
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Rules
The terrible force of the Cataclysm changed the rules for all life... and for the game.
INTRODUCTION
This section is where any broad, sweeping, changes to the rules are noted. The overall assumption throughout this document is that, unless otherwise specified, everything works as it does in the core rules for the Fourth Edition of the world's most popular roleplaying game, one where you enter dark underground complexes and encounter large reptiles with a variety of exotic forms of halitosis and a strange gold fetish. To make it easier to read/understand/ interpret what follows, it seemed to make sense to put the most important "But wait!" information up-front, so you wouldn't get 50 pages in assuming X still meant X, when in fact, it now means Y. New concepts, rules, and the like are still introduced in their proper place. Ideally, this will be a short section. The design goal is maximum compatibility and interoperability.
SAVING THROWS
There are a lot of abilities which allow characters to make extra saves, or grant bonuses to saves against specific effects. There are also a lot of powers which have multiple effects which a single save can end. In Earth Delta, powers which key to saves against specific types of effects (such as ongoing poison damage) only impact that portion of a multiple-effect power. If a power says "Ongoing 5 poison damage and target is immobilized, save ends both.", and you have an ability which allows you to save at +2 against ongoing poison damage, if the saving throw would fail without that ability but succeeds with it (i.e, you rolled an 8 or a 9), only the poison is removed. The immobilization keeps going. This applies to powers which grant extra saves as well.
DAMAGE TYPES
RADIOACTIVITY
There is a new damage type in Earth Delta: Radiation! Whether or not the world was wiped out by nuclear war, or if nukes were just one of the weapons used (and with the technology presumed for the Ancestors,
RULES - MUTATION
17
tactical nuclear hand grenades are something you could find at the local 7-11), the world is still filled with the stuff. Radiation comes in two exciting flavors.
The Colorless Fire (Atomic Damage)
The "colorless fire" is what folks call radiation whose primary effect is to burn, sear, scar, and fry. Highly powerful and focused, it chars flesh to ash and causes even the very rocks to burn. It is called the colorless fire because it is mostly invisible, noticeable only when it is extremely intense and directed. This is a new damage type, called simply "Atomic". Unless specifically noted, atomic damage will stop any regeneration. A creature with general, unconditional, regeneration will not regenerate hit points until the end of their next turn if they take atomic damage. It's nasty stuff.
The Blight (Necrotic Damage)
The Blight is the name given to radiation that poisons, warps, and twists from within, causing weakness, disease, and death. Those touched by the blight will die, some slowly as their flesh falls off in festering chunks, some quickly as their organs rot within their chest. Strangely, the blight seems capable of creating a sort of pseudo-life, and the Blighted may still wander the land as strange, not truly living, echoes of the beings they once were. If you haven't figured out this is equivalent to "Necrotic" damage, this game may not be for you. When converting to other Fourth Edition games, "blight" damage can be used as necrotic without any real changes. When using atomic damage, it can be treated as radiant or fire damage, or used as-is.
SCIENCE!
Of course, the resemblance of either of the above to actual radiation is about as great as the resemblance of the Great Wall of China to a D20 -- which is to say, none whatsoever. It's basic comic book radiation, which grants super powers instead of super tumors. If this bothers you in any way, you can presume some sort of pseudoscientific claptrap ("It's actually the result of Einstein-Bose condensates refactored through n-dimensional space and emitting a quark-gluon plasma, which explains how it grants extra eyes and creates man-bearpigs."), or you can look at the as-yet-unwritten Appendix A, which will, in at least one potential future, contain rules for "grittying it up".
MUTATION
Let's face it -- it's all about the mutants. If you want to play a six foot humanoid rabbit with quills, the ability to spit acid, and who likes to gut people with his oversized foreclaws, you can. Because mutations offer a tremendous range of powers and possibilities, some stacking issues arise which are not commonly addressed.
RESISTANCES
It is very easy for a character to gain Resist Fire (5+1/2 level) from a Heritage Mutation (see the Mutation chapter, below, for full detail) and additional resistance to fire from a Personal Mutation or a Bloodline Mutation. Allowing them to simply add up could grant de facto immunity from level-appropriate damage. If a character has a resistance from more than one source, only the highest source is counted. Players should still track other sources if it seems possible the highest source could be lost or removed in play -- for example, if it comes from worn armor.
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Personal Mutations usually provide Enhancement Bonuses (to attack rolls, damage rolls, and defenses) and Item
Special Cases are dealt with as they arise. In the absence of any rule explicitly stating bonuses stack, assume they do
not. In the case of unusual modifications, such as mutations granting extra healing surges or reducing falling damage, it is usually the case that only the largest one applies. In cases where a character has multiple abilities they can activate which do the same thing, unless otherwise noted, only one will function even if more than one is activated.
REDUCED CRITICALS
There are several powers or abilities which say "Reduce a critical to a normal hit" or other words to that effect. This means two things, and two things only: Damage is rolled normally, not maximized. Any effect, ability, condition, and so on which happens "on a critical hit", does not.
Even if you would normally not be hit by a roll of 20+Attack Bonus, you are still hit.
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Character Creation
Just like you're used to... only with mutants.
CHARACTER CREATION
Creating characters for Earth Delta is very similar to creating characters for any other game based on the Fourth Edition rules. Follow all of the standard procedures, with the following notes and exceptions.
RACES
While your DM is free to allow you to play any race, in a "standard" Earth Delta game, the following races are available:
Unchanged Human
Normal folk like me and probably you, Unchanged Humans are almost identical to standard humans. They differ in that they have access to human talents, special powers which allow them to compete with mutants, plants, robots, and worse. When creating an unchanged human, you should select your first human talent before selecting your class (though you can do it after if you want, really, no one's going to stop you).
Mutant Human
Sometimes called "humanoids", Mutant Humans are a widely varied race. While generally easy to identify as being of human stock, they can be quite different from normal humans and from each others. Some may have tails or wings or armored skin or tentacles or all of the above. A mutant human may pick heritage mutations, which are relatively minor mutational powers, and personal mutations, which are more potent abilities that are similar to magic items in many ways.
Mutant Animal
There are many different kinds of mutant animals. Eleven species are presented here, and it's fairly easy to make more. Many mutant animals have unique racial powers. All mutant animals may select heritage mutations (the points for each are listed in the individual race descriptions), and may also select up to 5 personal mutations.
Plant
There are two primary species of mutant plants, the tough, treelike, Strongbarks and the fast, agile, Quickvines. Ever wanted to play a tree which could spit acid at enemies? Or one which could fly? Well, now you can. All mutant plants may select heritage mutations (the points for each are listed in the individual race descriptions), and may also select up to 5 personal mutations.
Robot
Robots existed in great numbers before the Cataclysm, and many still survive. If you play a robot, you have a lot of freedom to pick your general appearance and functionality. You don't have mutations -- that would be just silly -- but you do have functional enhancements (which work a lot like heritage mutations) and specialized gear (which work a lot like personal mutations).
BACKGROUNDS
Players in Earth Delta can select from a variety of backgrounds for their characters; see "Backgrounds" on page 55.
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CLASSES
There is no magic in the default world of Earth Delta, and if there are any gods (other than Elvis, who died and was reborn!), they have surely turned their back on the world, as have any spirits which might have existed. In Earth Delta, any character of any race can be of any class, so there are no classes whose powers come from mutations or racial traits. All of the martial classes from the core rules are available, as well as three new classes, and a new power source -- Technology! The new classes are:
Savage
A martial defender, the Savage is a master of brutal intimidation, hurling people around the battlefield, and sudden surges of violence. Once a Savage has decided he wants to fight you, you'd better not ignore him, as he gains power every time someone pays attention to anyone but him.
Scholar
A technological leader, the Scholar takes fragments of knowledge from the old world and the strange wonders of the new, and combines them to heal his friends and take down his foes. Scholars have powerful healing abilities, but they need to be close in to do most of their work -- do not play a Scholar if you don't want to be in the thick of the fight.
Scavenger
A technological controller (and the only controller class in the basic game), the Scavenger has put together an amazing assortment of strange machines that almost always work. The Scavenger hurls grenades, canisters of freezing gas, and laser beams around the battlefield, forcing the fight to shift in the direction he wishes. Just be sure to duck when he tells you to, because "once you pull the pin, Mr. Grenade is no longer your friend". The DM is free to permit the use of other classes if he wishes. You could easily have a wizard traveling with a human barbarian and a mutant animal savage, for example.
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Races
Who you are in the mad world of the future.
The world has changed from what it was during the old days, the Earth BC, Before Cataclysm. Then, it was said, thought existed in but one form, not many. The men of Earth BC lived lives without fear, lives where any need or whim was fulfilled as quickly as it was formed. It was they who built the cities that now stretch for ruined miles, who poured black water on the ground and made it solid to form the roads, who shaped metal and beast as easily as a potter shapes clay. Despite the power of gods, though, they were still men, petty, cruel, heedless, and arrogant. No matter how much each had, they wanted more; it was not enough to live as one wished, each thought they knew best how to make others live. So their desires turned to war, to destroying all who did not think as they did, until the Earth itself ruptured and, in its anguish, fought back, seeking to eliminate its destructive children. Thus fell the Cataclysm, and not one man in a thousand lived through that night. We live in the world they created, the changed Earth -- Earth Delta.
CHARACTER RACES
The world of Earth Delta is one where Thought lives in a seemingly endless variety of bodies, bodies of flesh and wood and metal and plastic, and sometimes all of the above, mixed together.
UNCHANGED HUMAN
For purposes of these rules, "Unchanged Human" is considered a sub-race of "Human" as defined in the core Fourth Edition rules. During the Cataclysm, human population dropped from around ten billion to around ten million -- ninetynine point nine percent of the human race died in a single brief period. (This may have been an hour, a day, or a year -- the records are understandably foggy, but it was a pretty short time, all things considered.) Those who survived that moment were exceptional; those who managed to leave offspring were extraordinary. Thus, the humans of Earth Delta are descended from those of truly superior physique, intellect, or luck, and can accomplish things which might seem miraculous, or at least implausible, to early 21st century minds. Humans in Earth Delta have the following racial traits.
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HUMAN TALENT
Just as mutants may have up to five personal mutations, humans may have up to five Human Talents. Talents work somewhat differently than mutations. They are easier to change, since they represent training and focus, not biology. They are also selected over the course of your first five levels, instead of all at once. Each level from 1 to 5, you choose one of the following. You cannot choose any of them twice, except for Gifted.
Melee Talent: Ranged Talent: Implement Talent: Armor Talent: Defense Talent Gifted
Scaling enhancement bonus to melee attack and damage Scaling enhancement bonus to ranged attack and damage Scaling enhancement bonus to implement attack and damage Scaling enhancement bonus to Armor Class Scaling enhancement bonus to Will, Reflex, and Fortitude defenses Pick a human gift
SCALING BONUSES
The first time you take one of the Talents (Melee Talent, Ranged Talent, etc), you gain a +1 enhancement bonus to the specified rolls or values. This bonus increases by 1 every five levels after picking the Talent. If you choose Melee Talent at first level, Armor Talent at second level, and Defense Talent at third level, at seventh level, you will have a +2 enhancement bonus to melee attack and damage, a +2 enhancement bonus to Armor Class, and a +1 enhancement bonus to non-armor defenses. If you lose a talent via retraining, and then train back into it again, the talent is treated as if you selected it at 5th level. Thus, if you pick "Melee Talent" at first level, then retrain to a Gift at 11th level, then retrain the Gift back to Melee Talent at 12th level, your enhancement bonus is +2. (A scaling talent picked at 5th level becomes +2 at 10th, +3 at 15th, and so on.) If you had not retrained, it would be +3. Note that bonuses are enhancement bonuses and do not stack with enhancement bonuses granted by equipment. The higher enhancement bonus is used, though any properties or powers or items with lower enhancement bonuses also apply. If such powers rely on the enhancement bonus of the item, that is what is used.
EXAMPLE
Jon Of The Shigan Coast has a +3 enhancement bonus to melee attack and damage rolls from his human talent, and he owns an Ornate +2 longsword. When making attack rolls, he adds his +3 talent bonus. When using the sword's property, he adds +2 to appropriate diplomacy rolls. If he also has a +4 vibro-axe, he uses the vibro-axe's enhancement bonus, not his innate bonus.
HUMAN GIFTS
Human Gifts are special abilities granted by training, perseverance, and grit. Much as personal mutations or magic items do, they occupy 'slots', and may grant an ongoing ability, an encounter power, and/or a daily power. Because Human Gifts are the consequence of a focus on absolute self-reliance, using tools or technology in the same slot negates the ability to use the gift. You can switch from using an item to using your human gift during a short rest -- you need time to refocus yourself. (This stricture applies when using items that have levels. You can use any non-leveled item, in other words, normal equipment, without restriction.)
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You may freely retrain any Human Gift to another Gift between levels, or a Talent to a Gift. Thus does not count against normal retraining. This is another bit of balance offered against mutants -- mutations are much harder to "swap out". You can retrain Human Talents, or train a Gift to a Talent, but this does count as retraining.
A primary reason for Human Gifts is to allow the DM and players some options with regards to how item-dependent their Earth Delta campaign is. Mutants can gain the mechanical equivalent of magic items "free" due to their mutations, but even granting humans raw enhancement bonuses to attack, defense, etc, leaves them a step behind in terms of cool powers and flexibility. While this can certainly be taken care of with tech items, of which there are many, some DMs prefer not to go the loot and plunder route. A game which tries to focus on raw survival and emphasize how much knowledge was lost is ill-served by having characters, after a few levels, decked out head-to-toe in super-tech. Human Gifts give humans cool powers which keep them competitive, mechanically and in terms of "fun factor", with mutants, while letting them also continue to use a primitive longsword, a stop sign for a shield, and giant iguana hide armor well into Paragon tier or beyond. As with so much else in Earth Delta, the "correct" mix of Gifts to Tech is up to the DM and the players. Just remember the bonuses don't stack and you can't benefit from a gift and an item in the same slot. Gifts aren't the same as personal mutations, though there's some obvious similarities (using an item slot, often grant item bonuses, etc). No gift grants enhancement bonuses (that's what talents do). Gifts often enhance existing abilities instead of granting new ones. While many gifts allow humans to do fantastic things that may border on the impossible, all are designed to be at least plausibly explained as examples of superior skill. No gift will let a human fly or breathe fire, though some will let him jump very far or walk over hot coals. Some gifts change their effect at different levels. By default, a gift is the same level as the character, but a DM can increase the level of a gift as part of treasure (this represents opportunities for the character to train and focus on his gift, or to reap the rewards of training which might have occurred "off screen".)
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Bloody Precision
When you strike a good blow, you strike a great blow.
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Property: When you score a critical hit with a melee attack, you may add your Dexterity or Intelligence modifier to the damage done. (Select when this gift is chosen) Power (Daily): Use this power when you score a critical hit with a melee attack. If the weapon does extra dice of damage on a critical, add an additional die. If it does not, add 1d8 to the damage done.
Lingering Blood
When you make an opponent bleed, he tends to keep bleeding. Property: Pick one of the following conditions: damage, dazed, immobilized, blinded, stunned, weakened. When you use a melee attack power with the "weapon" keyword and cause the specified condition which a save can end, the target saves at -2. You may choose to replace the specified condition when you gain a level. This does not count as retraining. At 11th level, choose 2 conditions. At 21st level, choose 3 conditions.
Rebounding Strike
The axe misses the angry ratman... then bounces off a tree and lands at your feet. Requirement: You must be using a thrown weapon in which you are proficient. Property: When you miss with a thrown weapon, the weapon ends up in a square adjacent to you. Power (Daily): Immediate reaction. Use this power when you miss with a thrown weapon. The weapon ends up back in your hand. At 11th level, this becomes an encounter power. At 21st level, this becomes an at-will power.
Robot Fighter
The metal demons are pathetic mockeries of true men, and may have caused the cataclysm. You have learned to slay them, trained by your master 1A, who was a metal demon himself. You're very confused. Property: You do +1 damage against objects, or against creatures with the robot, android, or cyborg keywords. This increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, +5 at 20th level, and +6 at 25th level. Power (Daily): Immediate interrupt. Use this power when you miss an attack against a creature with the robot, android, or cyborg keyword. You may reroll the attack.
Terrifying Display
You whirl your weapon around furiously, letting all know just how deadly you can be with it. Prerequisite: You must be trained in Intimidate Requirement: You must be using a melee weapon in which you are proficient. Property: You may add the weapon's enhancement bonus (or your melee talent bonus) as an item to Intimidate checks while in combat. Power (Daily) Standard Action, Ranged 10. Make an attack using your Intimidate bonus instead of your attack bonus against the Will defense of a target who can see you. If you hit, do 1[W]+Cha modifier psychic damage, increasing to 2[W]+Cha modifier at 21st level. This is a fear effect.
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Chainbreaker
With a mighty surge of strength, you throw off the brute trying to restrain you. Requirement: You must be trained in Athletics. Power (Daily): Free Action. When you make an Athletics check to escape a grab, you gain a +4 bonus. If you succeed, you may push the creature which had grabbed you one square instead of shifting one square.
Flyswatter
The crawling vermin are an annoyance, nothing more. Property: You gain Resist 5 to damage caused by the melee or close attacks of any creature with the Swarm keyword. This increases to Resist 10 at 12th level and to Resist 15 at 22nd level.
Pythons Of Steel
Your mighty limbs drive your weapons deep into your enemies' skulls. Property: You gain a +2 item bonus to damage done with melee attacks, increasing to +4 at 16th level and +6 at 26th level. Property: If the melee weapon you are wielding has no inherent enhancement bonus, when you score a critical hit, you do an additional 1d6 damage per plus of your melee talent enhancement bonus.
Ruined Aim
You smash into the immense musket the bearoid is wielding, and his shot goes wild. Property: When you make an opportunity due to an enemy making a ranged or area attack, if you hit, the targets of the attack get a +2 to all defenses against it. Power (Daily): Immediate Interrupt. Trigger: You hit with an opportunity attack triggered by an enemy making a ranged or area attack. Effect: The target of the opportunity attack does not perform his action. This consumes the action he took, but does not expend the power or any other resources
Sniper's Shot
One shot, one kill. Power (Encounter): Standard Action. Requirement: You must be wielding a ranged weapon and have no adjacent enemies. Target: One minion you can see. Effect: You expend one shot from the ranged weapon. The target minion is reduced to 0 hit points. At 15th level, this becomes a minor action. At 25th level, you may use this power twice per encounter but no more than once per round.
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You learned this potent fighting technique by studying ancient image-scrolls, crumbling and grey, featuring the one called 'Larry' using it to discipline the one called 'Curly'. Power (Daily) Immediate interrupt. Trigger: A charging enemy moves adjacent to you. You must have one hand free. Attack Dexterity or Intelligence +2 vs. Reflex (+3 at 10th level, +4 at 15th level, +5 at 20th level +6 at 25th level, +7 at 30th level). Hit: Enemy is blinded (save ends).
I Know Kung Fu
The Ancestors had a thousand deadly weapons, but some learned to become weapons. You follow their teachings. Property: You've learned to use your fists with great efficiency. Your natural weapons have a +3 proficiency bonus and do 1d6 damage, and are considered to be light blades. At 11th level, your natural weapons gain Brutal 1 and damage increases to 1d8. At 21st level, you score a critical hit with your natural weapons on a 19 or 20. Power (Encounter): When you hit with an unarmed melee attack, you may either push the target 1 square, or knock the target prone. Special: Anyone pointing out this isn't really "kung fu" can leave the room.
Quick Fingers
You spend an enjoyable few moments watching your allies desperately search the dead guard's body for the ancient device that can activate the lock on the door, then laughingly point out you grabbed it off him when he lunged past you during the fight. Property (Encounter): Minor Action: You may make a Thievery (Pick Pocket or Sleight of Hand) check. If you have combat advantage against the target, you do not suffer the usual -10 penalty for attempting this in combat.
Rapid Load
With a twist of your wrist, the old power cell flies out of the gun and a new one is slammed in its place. Requirement: You must be wielding a weapon which requires a minor action to load. Property (Encounter): Free Action. You reload the weapon.
Unkind Cut
As your blade enters the enemy's flesh, you give it a few nice little twists. Property: When you score a critical hit when wielding a light blade, you may add your Dexterity modifier in damage. Power (Daily): Free Action. When you hit with an attack while wielding a light blade, you also inflict 5 points of ongoing damage (save ends). This increases to 10 ongoing damage at level 16 and to 15 ongoing damage at level 26.
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chaotic world left after the Cataclysm, some humans have taken this innate flexibility to its ultimate limit and trained their bodies to perform in ways which can push the boundaries of skill.
Adroit Flanking
Humans evolved to hunt in packs, taking down mammoths and cave bears. Giant killer radioactive turnip? Doesn't stand a chance. Property: When you gain combat advantage from flanking, your attack bonus is +3 rather than +2. At level 14, you are considered to be flanking whenever you and an ally are adjacent to the same target, regardless of your positions. At level 24, all allies adjacent to the same target you are adjacent to are considered to be flanking and gain a +3 bonus. (Multiple individuals with this gift do not add to each other's bonuses.)
Back Away
As the Ancestors advised, you must know when to walk away, and know when to run. Property: You suffer only a -1 penalty to defenses when you run. Power (Daily): Immediate reaction. Trigger: You are bloodied by an attack. Effect: You may immediately shift a number of squares equal to your Dexterity modifier. No move made when using this power may put you closer to an enemy. At 14th level, you also gain a +2 item bonus to all defenses until the end of your next turn. At 24th level, you may use this as an Encounter power.
Firewalker
As you focus your concentration and proceed to run across the burning ground, you hope that Randee, ancient god of limitations, is turning his stern gaze elsewhere. Requirement: You must be trained in Endurance. Power (Daily): Until the end of your next turn, you gain Resist 5 against any damage caused by entering, moving through, starting your turn in, or ending your turn in, a square. This does not apply to damage caused by attacks or creature auras, only by automatic effects. This increases to Resist 10 at 15th level and to Resist 15 at 25th level.
Rise Again
You get knocked down, but you get up again. Ain't nothing gonna keep you down. Property: +2 bonus on Acrobatics check to retain balance, increasing to +4 at 11th level and +6 at 21st level. Power (Encounter): You may stand up from being prone as a minor action. At 15th level, this becomes a free action. At 25th level, you may make an immediate save if an effect would knock you prone; if you succeed, you do not fall prone at all.
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From childhood rhymes to careful memorization of ancient tomes, you have learned much about the world that is and the world that was. Property: You gain a +2 Item bonus to Technology checks, and a +2 Item bonus to all knowledge checks to learn about a creature's strengths and weaknesses. Both bonuses increase to +4 at 11th level and to +6 at 21st level. Power (Daily): When asked to make a Technology check in a skill challenge, you may spend an action pointi and roll twice. Both rolls count for success or failure, allowing you to score two successes (or two failures) in a single round.
Master Scout
Four men stopped here, three hours ago. They had five horses, three stallions and two mares. One mare was wounded slightly, bleeding. They ate quickly and left. No, I don't know what color the horses were. Moron. Property: You master the Read The Signs technique. Power (Encounter): Immediate interrupt. Trigger: You must roll Perception to avoid being surprised. Effect: You may roll Nature instead. Power (Daily): You may use the Read The Signs technique in half the normal time.
Perfect Observation
A small flurry of dust.. the faintest of footsteps... you know where to strike. Property: You gain a +2 Item bonus to Perception checks, increasing to +4 at 15th level and +6 at 25th level. Power (Daily): Minor action. Close Burst 1. No creature in the burst is considered to be hidden to you or gains any benefit from concealment with regards to you, until the end of your next turn. The range becomes close burst 2 at 15th and close burst 3 at 25th level.
Silver Tongue
You could sell a mutant maple tree a bottle of syrup made from his own sap. Property: Gain a +2 Item bonus to Diplomacy checks. Power (Daily): Immediate reaction. Trigger: You roll a Diplomacy or Bluff check and do not like the result. Effect: You may reroll the check. You must use the second result.
Tactical Master
Time seems to stop for a moment when the call to battle begins. You see everything perfectly, pieces on the board, and you know exactly which moves to make. Property: Gain a +2 Item bonus to initiative checks. Powers which grant Combat Advantage against surprised foes do not do so to you, though you are still considered surprised for all other purposes. Power (Daily): Immediate Interrupt. Trigger: You roll initiative. Effect: You and all allies within 5 squares gain a +2 Item bonus to initiative. This increases to +3 at Level 16 and +4 at Level 26.
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Drain Reserves
You force your body to purge itself of the poison, even though the effort nearly does as much damage as the toxin would have. Power (Encounter): Minor Action. You may expend a healing surge to immediately end one condition which a save could end.
Easily Inspired
Those moments of triumph which grant brief surges of vitality come easily to you. Property: Whenever you gain temporary hit points, you may increase the total gained by 2, increasing to 3 at 11th level and 4 at 21st level.
Fire-Hardened
Play with fire, you get burned. Play with fire a lot....and you stop getting burned. Property: You gain Resist 2 (Fire), increasing to Resist 4 (Fire) at 13th level and to Resist 5 (Fire) at 23rd level. Power (Encounter): Immediate Reaction. Use this power when you are hit by an attack with the Fire keyword. You gain Resist 5 (Fire) until the end of your next turn. This increases to Resist 10 (Fire) at 13th level and to Resist 15 (Fire) at 23rd level.
Rapid Surge
When you are severely injured, it only spurs you to action. Property: When you are bloodied, you can take a second wind as a minor action. Power (Daily): Once per day, when spend an action point, you may also spend a healing surge as a free action. This is not taking a second wind and does not grant you defense bonuses.
Unfazeable
You've seen some damn weird things in your time. It takes a lot to shake you up now. Property: You gain Resist 2 (Psychic), increasing to Resist 4 (Psychic) at 13th level and to Resist 5 (Psychic) at 23rd level. Power (Encounter): Immediate Reaction. Use this power when you are hit by an attack with the Psychic keyword. You gain Resist 5 (Psychic) until the end of your next turn. This increases to Resist 10 (Psychic) at 13th level and to Resist 15 (Psychic) at 23rd level.
Bloody Tough
The worse you hurt, the harder you fight. Property: When you are bloodied, you get a +1 bonus to saving throws against any condition a save can end.
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Power (Daily): Immediate Reaction. Trigger: A condition a save can end does damage to you that results in you becoming bloodied. Effect: You may immediately save against that condition. If you fail, you may still save normally at the end of your turn. At 12th level, this becomes an Encounter power. At 22nd level, if you succeed at this save, you gain temporary hit points equal to 2+your Constitution modifier or 2+your Wisdom modifier (choose when this Gift is selected)
Hardened Hide
Years of physical labor and battle scars have given you ample resistance to attacks. Property: Until the first time in an encounter that you are bloodied, you have a +1 item bonus to Armor Class. Once you lose this bonus, you do not gain it again until after a short rest. This bonus increases to +2 at 21st level. Power (Daily):Immediate interrupt. Trigger: You are hit by an attack which targets Armor Class. Effect: You gain a +4 power bonus to your Armor Class until the end of your next turn.
Speedy Recovery
The harder you're knocked down, the faster you stand up. Property: When bloodied, whenever you spend a healing surge to regain hit points, you may add your Constitution modifier to the damage healed.
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Power (Daily): Immediate interrupt. You are hit by an attack targeting Armor Class or Fortitude. Effect: You spend a healing surge, but do not gain any hit points. Instead, the attack is considered to have missed. This will trigger any "on miss" effects, including Reliable, if relevant. This power does not trigger any other "When you spend a healing surge..." abilities.ii
CYBERNETICS
Arms of glistening chrome... eyes of pure crystal... skin of metal plates so fine they seemed almost like liquid... these are just some of the relics the Ancestors left behind. Incredibly rare and precious, these artifacts require access to even rarer tools to use. "Cyborg" is a Heritage Template which can be acquired by unmutated humans at Paragon Tier and above.
heal hit points equal to your surge value. This does not apply if you are instantly killed by the attack (if the attack reduces your hit points to your bloodied value expressed as a negative number).
Adapt To Survive: Once per day, as a free action, you may pick an unexpended encounter attack power. You
may expend this power and gain another use of an already expended encounter attack power.
Survivor's Action: When you spend an action point to take a standard action, you gain a +2 bonus on all
during an encounter, you may either expend an unexpended Encounter attack power to gain a healing surge, or spend an Action Point to regain an expended Encounter attack power, which you must use before the end of your next turn.
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Effect: You gain combat advantage against that creature until the end of your next turn. In addition, if the target creature is at least 1 size category larger than you, your damage dice against that creature gain Brutal 1 (if already Brutal, increase the value by 1, so Brutal 1 becomes Brutal 2, etc.) Pain Is Weakness Leaving The Body Ultimate Survivor Utility 12 Come on, maggot! You're not going to let a little thing like being on fire stop you, are you? Encounter Immediate Reaction Trigger: You take ongoing damage from an effect a save can end. Effect: You immediately save against the power. If you fail, you may still save as usual. If you succeed, you heal hit points equal to the damage done. If the damage would reduce you to zero or fewer hit points, you gain a +2 on this save. Rage Against The Dying Of The Light Ultimate Survivor Attack 20 Yea, even though I walk through the shadow of the valley of death, I shall fear no evil, for I am the meanest son of a bitch in the valley. Daily Immediate Reaction Trigger: You are reduced to 0 hit points by an attack. Effect: You may use any unexpended attack power, gaining a +2 power bonus to attack rolls. The triggering enemy must be included among the targets of this attack. If this attack hits the triggering enemy, you may immediately spend a healing surge.
MUTATED HUMANS
Mutated humans (sometimes called humanoids) are like humans, except, you know, mutated. Some strains of mutant human are stable germlines; they may produce offspring with further mutations, but in general, they breed true and are, in essence, a new subspecies of man. These will be covered later, if there is a later. Mutated Humans, as a race, are the result of the genetic roulette wheel still being spun. Two seemingly unmutated humans may produce a mutant baby (this can be of no great concern or cause for infanticide or the slaughter of the whole family, depending on the community), and two mutant humans may produce a child who shares some or none of their mutations. Communities of mutant humans tend to be very diverse and must often accommodate a range of body sizes. Mutant humans are perhaps the most flexible and diverse of the races, especially if you consider each mutant animal as its own race. With 5 heritage mutation points, a mutant human can specialize in mutations which amplify its class's strengths, or it can gain flexibility. A mutant human may look almost human, or it may be fantastically distorted. In a way, mutant humans take the core human trait of adaptability and transform it -individuals are more specialized, but the race as a whole is more diverse.
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Ability Scores: +2 to Constitution, +2 to Intelligence or Charisma Size: Usually Medium Speed: Usually 6 squares Vision: Usually Normal Languages: Common, one other (Languages are listed on page 350.) Mutation: You have 4 points to spend on beneficial heritage mutations. You may acquire negative heritage mutations for additional points. Almost Human: When you are allowed to choose a feat, you may choose one which has "Human" as a prerequisite. You may do this once per tier. Very Nearly Human, Really: You may choose one of the following at first level. Gain an additional at-will power from your class, gain a bonus feat, or gain an additional trained skill. Clever Survivor: You gain a +2 racial bonus with a single untrained skill of your choice. You may alter this each time you gain a level. If you later train that skill, you must choose a different skill to apply this bonus to.
PERSONAL MUTATIONS
Mutant humans may pick up to five personal mutation slots, in addition to their heritage mutations.
disguise or hide any changes to your body which might manifest physically. This can include being able to sheath claws, to turn skin color to a tone accepted as within the range of the Ancestors, or even projecting a subtle psychic field that causes people to perceive you as human. When all mutations are hidden, you have the undercover condition. While undercover, you gain no benefits from any of your mutations (though you still suffer any effects of detrimental mutations, even if the physical manifestation is not visible). It is a free action to "activate" any mutation, and a minor action to hide it again. You receive a +10 power bonus to your Bluff check against any active or passive Insight check to discern your true nature.
Unnoticed Action (11th level): After you spend an Action Point to take an action, you may make a Stealth
check as a free action. This check suffers no penalties if you moved during this turn.
I'm On your Side (11th level): Once per day, as an immediate interrupt, you may declare yourself to be an
"ally" or an "enemy" of any creature, for purposes of determining if you are affected by a power or a condition. This status lasts until the end of your next turn or until you end it as a free action.
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Behind Enemy Lines Humanoid Infiltrator Attack 11 You slip away from your allies and among your enemies, finding the perfect place to strike. Encounter Weapon Standard Action Melee weapon Requirement: You must have no adjacent allies. Target: Up to three enemies (see "Effect"). Attack: Dexterity or Intelligence vs. Reflex Hit: 1[W]+Dexterity or Intelligence modifier damage. Effect: You may shift 1 square after each attack roll, whether you hit or miss. This power ends if you shift adjacent to an ally, even if you have not made all three attacks. You may not attack the same enemy twice. If you are adjacent to an ally when this power ends, you get a +2 to all defenses until the end of your next turn. Special: If you use a natural weapon granted by a heritage mutation, you are considered to have combat advantage against all targets of this attack. Startling Revelation Humanoid Infiltrator Utility 12 Well, they weren't expecting that. Encounter Minor Action Melee touch Requirement: You must be undercover. Target: All adjacent enemies. Effect: All adjacent enemies are at -2 to all defenses against your attacks for the remainder of your turn. You lose the undercover condition. Brutal Betrayal Humanoid Infiltrator Attack 20 This is the unkindest cut of all... Daily Standard Action Melee weapon Target: One creature Attack: Dexterity or Intelligence vs. Reflex Hit: 4[W]+Dexterity or Intelligence modifier damage, and target is dazed (save ends). Miss: Half damage and target is knocked prone. Effect: Until the end of the encounter, you have combat advantage against the target.
MUTATED ANIMALS
The Cataclysm did not just warp the bodies and minds of men; it did so to animals, as well. Some claim that even before the sundering of the continents, man had, in his hubris, granted speech to the beasts, or made animals in forms according to his needs and pleasure, but, even if this is when the seeds of chaos were planted, it was only afterwards that the harvest of change was gathered. Some also claim that, before the Cataclysm, prose was not so purple and metaphors were less painfully forced, but who can believe such things? For purposes of these rules, every mutant animal starts as a medium humanoid with a speed of 6, normal vision, and no particular strengths or weaknesses. Each animal must choose a breed, which partially determines its traits, and it may have a few points left over to choose Heritage Mutations as well. After that, they are entitled to select the General Mutations which will, to a large extent, define their abilities and powers outside of those granted by their class.
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Each mutant animal species is its own base "race", with different attribute modifiers, innate mutations, and so on. All mutant animals are considered to be Natural Humanoid (Mutant) for type and keyword purposes, unless otherwise noted or changed by mutation. The following is a selection of racial types which covers a lot of the most common archetypes, and which should serve as a decent guideline for "rolling your own". This book could easily be filled with specific animal breeds. While more may be added over time, it will be nearly impossible to ever call it "complete". The animals contained here should be considered examples, and a solid guideline as to how to manufacture your own mutant animal species template. The general guidelines to follow are: Mutant animals should get +2 to two stats, or sometimes +2 to one stat and +2 to either of two other stats. There should be no stat penalties. A mutant animal should have 3 to 5 points free for additional Heritage Mutations. Specific powers granted to mutant animals to reflect their species (either based on reality or on common tropes/tales) should be strongly weighted towards non-attack powers and/or powers which obviously derive in some way from their physical form and nature, not psionic or "magical" powers (which can be gained via other mutations, if desired). Extreme flexibility is a hallmark of humans, so try to avoid "Pick any..." type racial abilities. All mutant animal species are assumed to be small or medium humanoids. Any special movement powers, such as flying, burrowing, climbing, and so on, should be limited to once an encounter at most. Do not balance mechanical benefits with role-playing or flavor-text deficits. Don't give a bonus to attacks, defenses, damage, etc, and then say "But everyone hates this race, so it's fair." By the same token, don't create a species which can't work in a mixed group -- one with an always-on damage aura, for example, or one which can't speak, or one which can only travel during the night.
PERSONAL MUTATIONS
All mutant animals may pick up to five personal mutation slots, in addition to their heritage mutations.
AMPHIBIANS
Amphibians have always been nature's also-rans. Neither fish nor fowl (since, you know, they're amphibians), they had a very brief run of dominance before being outdone by their scaly, better-adapted-to-land cousins. Despite this, they've hung on, and with the surge of mutagenic forces that accompanied the Cataclyms, they now have a second chance to clamber up the tree of evolution and take over the clubhouse.
FROG
There are hundreds of species of frogs. Maybe thousands, I don't feel like going to Wikipedia to look it up, because I'll end up following links to links to links and never finish this. There are also toads, and I'm about as concerned about the difference between frogs and toads as I am about the difference between alligators and crocodiles (see page 43). Frogoids are humanoid frogs, often brightly colored, who tend towards large, bulging, eyes, distorted legs, and wet, slimy, skin.
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Average Weight: 150-200 lbs Ability Scores: +2 Dexterity, +2 Wisdom or Constitution Size: Medium Speed: 5 squares (from Malformed Limbs mutation) Vision: Low-Light Vision (from Night Eyes mutation) Languages: Common, Scale (Languages are listed on page 350.) Skills: +5 racial bonus to Athletics checks for jumping, from Leaping Legs Heritage Mutations: Gills, Leaping Legs, Malformed Limbs, Night Eyes Other Mutations: Frogoids have 4 points to spend on additional Heritage Mutations. Moist Skin: Frogoids have -2 to defenses to all attacks which have the Fire keyword. Wide Angle Vision: You do not grant combat advantage when flanked, unless a third enemy is also adjacent to you. This only applies if you can see both flankers (you're not blinded, they're not hidden, etc)
BIRDS
The creatures of the air, at least some of them, have moved back to the ground. Often light, agile, and perceptive, mutated birds have mostly lost the power of true flight, trading in wings for opposable thumbs.
HAWK
Hawkmen are birds who have become akin to men, mostly giving up the gift of flight. They are known for their keen senses and commanding presence. They are often led by loud, rotund, members of their species prone to wonderful fits of overacting.
OWL
Owls have historically been symbols of wisdom and intelligence. They are also lethal predators, swift and silent killers, and oddly alien.
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MAMMALS
Mammals are the most common type of mutant animal. Humans and mutant humans tend to relate better to mutant mammals than to many other types of mutant creatures, though this is very variable and may not be the case in your version of Earth Delta. In extremely broad strokes, mutant mammals tend to share some traits: They care for their young directly, they form social organizations of their own kind, and they have a moderate degree of sexual dimorphism. (In other words, it's generally easy to tell if that seven foot tall grizzly at the bar is male or female, so you know before you hit on it what you might be getting into. Or vice versa. Heh.)
APE, GORILLA
Gorillas are big, strong, and tough. While in reality, gorillas are plant eaters which are hostile only when threatened or aroused, it is a classic trope in post-apocalyptic gaming that gorilloids are brutish soldiers and thugs, ironically often less intelligent than mutant animals which come from creatures far further from humans.
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APE, CHIMPANZEE
Chimpanzees in apocalyptic fiction are often seen as humane, intelligent, curious, and small.
BEAR
Bears are large, omnivorous creatures with powerful teeth, thick fur, and strong muscles. Following ancient traditions, humanoid bears are known as Bearoids. Or not, if you don't like that sort of thing.
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JAGUAR
Jaguaroids are small, dark-furred felines, known for their stealth and cunning. They are generally lone predators, and make excellent ruin rats (rogues).
RABBIT
It is completely inevitable that any mutant rabbit which shows up in a post-apocalyptic game be a carnivorous, bloodthirsty, fanged and clawed killing machine. They also tend towards a fondness for eyepatches and cigars. I do not intend to go against tradition, and while there are surely rabbits, even humanoid ones, who have retained their herbivorous and fearful natures, such creatures make for poor PCs, so the default rabbitoid in Earth Delta is your basic six feet of lapine fury. Let's see how well Farmer MacGregor's shotgun fares against a plasma rifle!
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Rabbit Kick Rabbitoid Racial Power You're knocked flat... little do your enemies know that's right where you want to be. Encounter Standard Action Melee Target: 1 creature Attack: Dex+2 vs. Armor Class Hit: 1d6+Str damage and push target 1 square. You stand up from being prone. Special: Increase the attack's bonus to +3 at 5th level, +4 at 10th level, +5 at 15th level, +6 at 20th level, and +7 at 21st level. Increase damage to 2d6 at 11th level and to 3d6 at 21st level.
RAT
Rats are one of the most common and successful mammals on Earth, having much in common with the current dominant mammalian species -- they're cunning, manipulative, quick learners, and agile. In fiction, ratoids tend to be sleazy merchants, exploiters, conmen, and thieves. Given the huge rat populations found in urban environments, it is not a surprise that ratoids evolved primarily in ruined cities, at least those with partially habitable areas, and many such locations are now the province well-established rat strongholds. Rats are amazingly widespread and adaptable creatures, and so ratoids can be found anywhere, in their own communities or as members of other societies which accept them.
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RHINO
Mutant rhinos are quite a bit smaller than their unmutated relatives, but no one will be confusing them with mutant mice. They are massively muscled creatures who are often presumed to be dumb slabs of flesh, and the smarter ones often let people continue to think this.
WOLF
Wolves have long been among humanity's instinctive fears. They share two human traits -- a desire for dominance which keeps them strong by culling the weak, and the ability to cooperate and work as a pack. Few species have both these qualities. They always had cunning, might, and ferocity. Now, they have thumbs.
As the creeper that girdles the tree-trunk the Law runneth forward and back -For the strength of the Pack is the Wolf, and the strength of the Wolf is the Pack.
Wolfoids are still pack beasts, for the most part. There are few permanent Wolfoid settlements, but many packs wander across the Changed Earth, primarily in temperate or cold regions. Very often, these packs work as bandits, mercenaries, or both, depending on the local conditions. A PC Wolfoid, unless the entire party is of the same species, is either one driven from his pack, or one whose pack was wiped and who needs another.
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Pack Fury Wolfoid Racial Power One of your allies has weakened an enemy; now you can move in to help finish it off. Encounter Immediate Reaction Trigger: An ally has bloodied an enemy which is within 5 squares of you. Effect: You may immediately charge the enemy. This move does not provoke opportunity attacks. If the bloodied enemy is adjacent to you, you may make a basic attack against it. Victory Howl Wolfoid Racial Power One foe falls, and you sing your victory to the sky. Encounter Immediate Reaction Trigger: You reduce a non-minion enemy to 0 hit points. Effect: You gain 3+1/2 your level in temporary hit points, and you get a +2 power bonus on any Intimidate checks you make before the end of your next turn.
REPTOIDS
They ruled the Earth for one hundred eighty million years (or for a week, until they all drowned because there was no room on the Ark, if you prefer), and they're back to show the upstart hairy little egg-suckers what-for. While the genetic skills of the Ancestors certainly makes reconstructed dinosaurs plausible (makes note to add them to the creature section soon!), this section covers a variety of iconic mutant reptiles of more common descent. In broad strokes, reptoids tend to be loners, or associate only with one or two close friends. Most remain as egg layers, and children are born with an instinctual knowledge of the world and language, allowing them to fend for themselves from birth. A few species have adopted a more nurturing mode of reproduction. All reptoids have the (Reptile) keyword.
GATOROIDS
Not to be confused with one of the Ancestor's elixirs of power. Seriously. Gatoroids are, as might be expected, the humanoid descendants of alligators and crocodiles. Strong, tough, and often surly, they have a somewhat well deserved reputation as moody, vicious, loners. Among their own kind, they are some of the most nurturing of the reptoid races, raising their children and forming tight-knit family units. In appearance, they range was alligator-headed humanoids somewhat resembling Egyptian gods to more flat-faced "lizard men"
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Ability Scores: +2 Strength, +2 Constitution or Wisdom Speed: 5 squares. Swim: 6 squares Vision: Standard Languages: Common, Scale (Languages are listed on page 350.) Skills: +2 Endurance (from Efficient Lungs) Heritage Mutations: Cold Blooded, Natural Weapons (Claws), Natural Weapons (Large Fangs), Thick Hide, Efficient Lungs Other Mutations: Gatoroids have 3 points to spend on additional Heritage Mutations. Aquatic: In addition to the noted Swim speed, Gatoroids get a +2 racial bonus on all Athletics checks involving swimming and a +4 racial bonus to Endurance checks to resist drowning. They cannot breathe water. Gripping Bite: A gatoroid can really clamp down with its teeth. Gripping Bite Gatoroid Racial Power Once you have your jaws on something, you clamp down. Hard. Encounter Natural Weapon Immediate Reaction Trigger: You hit someone with a basic Melee attack using your jaws. Effect: You may immediately make a Grab attack with a +2 bonus. (Increase to +4 at 11th level and +6 at 21st level). If you succeed, in any turn where you spend a minor action to sustain the grab, you may also expend that turn's standard action to do 1d8+Str damage to the grabbed target. You may not use your jaws for any other purpose while the target is grabbed.
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Special: Increase both attack's bonuses to +3 at 5th level, +4 at 10th level, +5 at 15th level, +6 at 20th level, and +7 at 21st level.
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MUTANT PLANTS
It is not merely frogs and rabbits who found themselves uplifted to self awareness by the strange forces unleashed by the Cataclysm; the ferns and radishes now have their chance to rule the world. Mutant plants strike some people as "silly", even in a genre which is known for featuring bunnies who turn guns to rubber and two-headed winged cougars. While every rule is optional (see Rant The First: On DMing, page 347), mutant plants as PCs are "Double Secret Optional". To further cushion the blow, Earth Delta presents two options for mutant plants. The first, the "plantoid", or, if you prefer, "Plant Man", is fairly easy to integrate into play. The second option throws the field wide open and offers a number of character types which are distinctly nonhumanoid and thus require special consideration terms of how they interact with a rules set that mostly assumes
in humanoid PCs. 8
PLANTMEN
Plantmen are a collection of closely-related mutants, who are generally humanoid in form and verdant (that means "green", those of you who went to American public schools) in hue. (That means "color"). They have leafy or vinelike "hair", skin which can be a smooth green like a peapod or a hard brown or grey bark, and in a
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dim light or well disguised can pass for a mutant human or animal. It is uncertain if they are true plants, or the consequence of a fusion of animal and plant DNA, and it doesn't really matter much. Plantmen are very diverse in appearance, but for game purposes, they can be classed into two categories: Strongbarks and Quickvines. All Plantmen are of the type Medium Natural Humanoid (Mutant, Plant)
STRONGBARK PLANTMEN
Strongbark Plantmen derive their ancestry from the great trees -- oaks, pines, redwoods. They are tough, powerful, and a little slow-moving and slow-talking, though it would be a very foolish thing to assume they were also slow-thinking. (Some are, some aren't. So it goes.) They excel in roles where they can bring their stolidity and determination to bear, and there are few things more frightening than a humanoid oak tree wielding a 2-handed axe and bearing down on some ratmen loggers while screaming "Payback time, meat!"
QUICKVINE PLANTMEN
Quickvines are plantmen descended from smaller forms of plant life than the strongbark breed. Very varied in color and features, they evoke the impression of flowers, vegetables, and grasses. They are usually lithe and agile, brightly colored, and gregarious by nature. They are more common in "mixed species" communities than strongbarks.
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Vision: Normal Languages: Common, Branchwave (Languages are listed on page 350.) Skills: +2 racial bonus to Diplomacy Heritage Mutations: Harmonious Subsonics (Calming Pheromones), Long Legs Other Mutations: You have 4 additional points to spend on Heritage mutations. Sunfeeder: You do not need rations so long as you can expose yourself to the sun for at least 2 hours during a day. You can also eat normal humanoid food if needed. Fire and Frost: You have a -2 to save against ongoing damage with the Fire or Cold keywords. Quickvines are even more varied in appearance and temperament than strongbarks. They tend towards smooth, green, skin, which can range from very light to very dark, often changing with the seasons. Their hair can be composed of leafy vines, thin branches, or flowing flowers, again often changing seasonally. As befits their name, they are prone to action, uncomfortable with long stretches of time spent in inactivity. Their diplomatic prowess reflects their generally outgoing disposition, but it can also model subtle chemical scents emitted constantly and subconsciously.
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ROBOTS
The world Before Cataclysm was one where machines of every imaginable shape roamed the world, numbering more than the population of Man. Granted, most of those machines were non-sapient, though still far more intelligent and adaptable than the most advanced systems of the 21st century. A relatively small number -- still tens of millions, though -- were truly self-aware, as capable of thought, creativity, and even emotion as any human, their "brains" built from inorganic components but designed to mimic the human mind in structure, a webwork of trillions of interlocking connections between synthetic neurons. As with everything else, almost all of them died as the Cataclysm struck, but some survived. Robots are not mutants; they cannot have mutations. Nor are they simply normal humans flavor texted with "But it's a robot, really!" To create a robot PC, you must build yourself! However, don't worry -- this isn't GURPS or Traveller, and you won't be calculating the cube root of anything. Well, OK, you can if you want to, but it won't actually have anything to do with creating a robot character. Just so we're clear on this. Of course, robots can have Functional Enhancements, which are mechanically very similar to Heritage Mutations, as well as Specialized Gear, which, to no one's great surprise, works a lot like Personal Mutations. First, there are common traits shared by all robots:
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Average Weight: 200-450 lbs Ability Scores: +2 Constitution, +2 Intelligence Size: Medium Speed:6 squares Vision: Normal Languages: Common, Ancestral (Languages are listed on page 350.) Self Knowledge: Technology is considered a class skill for all robots. If Technology is already a class skill, you get a +1 racial bonus to all Technology skill checks. Purpose-Built: Robots were built for a reason. You have 3 points to spend on Functional Enhancements; see page 81. Memory Banks: Robots gain a +2 racial bonus to any Intelligence checks (not Int-based skill checks!) to remember a given fact or recall a small detail. DM's should be fairly generous with allowing these rolls when the player forgets something his character might not have -- but not so generous that players stop paying attention and trust to the dice. Once per encounter/skill challenge should be the max. Tough As Steel: Robots have a +1 racial bonus to Armor Class and Fortitude defense. Living Construct: You are considered to be a Living Construct. Since WOTC decided not to OGL the rules for 4e, you'll have to go look up what that means in some other book. Don't blame me, blame Hasbro's corporate suits. Data Consolidation Mode: You do not need to sleep, per se, but your synthetic "mind" still needs downtime to process the day's inputs, and your internal self-repair units need time to work. You must spend 4 hours a day in a state of partial inactivity in order to gain the benefits of an extended rest. In this state, you are aware of your surroundings. Technological Healing: A normal Heal check will not work on you; a Technology check, with the same DCs as an equivalent Heal check, is needed. You still benefit from powers with the Healing keyword, even if it doesn't make a whole lot of sense, because imposing limits here would make robot PCs virtually unplayable. Mind And Body Of Metal: Robots gain Resist 2+1/2 level Psychic and Resist 2+1/2 level Poison. Shock Treatment: When an attack with the "Lightning" keyword critically hits a robot, the robot is dazed until the end of its next turn. Self-Contained Power Source: Robots cannot run out of power and do not need UPCs; nor do they need to eat or drink. The exact mechanism powering a robot does not need to be defined; if you like, you can pick one of anti-matter plant, fusion reactor, or hydrogen power cell which is recharged by an ongoing process of splitting off hydrogen from the water molecules in the air.
ROBOT PERSONALITIES
" As a robot, I can't feel human emotions, and sometimes that makes me sad." (Bender, "Futurama") What kind of personalities do robots have in Earth Delta? Whatever you want, either by the DM's decree of "How things work" or an individual player's choice. The only "official" stance is that player character robots are considered to be "real people", in the sense that they are free-willed, independent, and capable of creative thought and action. Beyond that, it's up to you. Robots can be virtually indistinguishable from humans, personality-wise, or they can embrace every glorious clich and stereotype imaginable. "Statement: We are all going to die. Response: I am upset by this." I, personally, prefer something a lot more like classic Transformers and the aforementioned Futurama, where robots talk and act very much like humans in metal suits, but this is in no way required or assumed. NPC robots can run the gamut from equally free-willed beings to dumb machines blindly following their programming.
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ROBOT HEALING
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OK, rant time. One of the reasons I was.... uncertain... (read: venom spitting grognard) about 4e in the run up to it, based on the limited pre-release data and the various design diaries) was the fact that the books did, and still do, simply present raw mechanics with no description of what those mechanics represent in the world. Perhaps the intent was to not bind players or game designers to limited "simulationism" or to prevent complex if... then... but... else... rules design, but the effect was to present a game where the mechanics were completely detached from the world the players imagined, and virtually no verbiage was dedicated to helping gaming groups bridge the gap. It was/is this disconnect, more than any other aspect of the rules, which causes the "like a videogame" meme. So here we are, with robots, beings of metal and wires and silicon, who can be 'healed' just like anyone else via items or powers. Fortunately for you, dear readers, I am under no constraints of either page or word count, and I do not need to please any editor or marketing department -- I write for my pleasure, and I believe, perhaps foolishly, that if I write the game I'd want to play, other people will want to play it, too. What all this means is that I'm not going to leave you in the lurch about "What the hell just happened?" when a robot drinks a healing potion or is aided by a Scholar's pouch of interesting herbs. When a robot is "healed", what happens? A lot depends on how the healing was accomplished. A lot of "healing" in the game is the result of boosting morale, focus, or dedication. This is the classic Warlord style healing, where he yells at you and you get better. This is entirely viable for robots, who are just as free-willed as anyone else and thus just as capable of forcing themselves to move on. Perhaps they don't have adrenaline glands, but a stirring speech or a reminder of their purpose can get them to shunt additional power to internal repair mechanisms or to override damage warnings and soldier... or solder... on. Remember that bit in "Terminator 2" where Arnie is "dead" and then we see the power come back on and he agonizingly pulls himself back up and keeps fighting? Yeah. It's like that. When healing comes from physical sources which presumably repair damage to the body, we need to push things a bit. First, no, robots aren't pseudo-organic mumble mumble or some other handwave which was clearly written solely to justify robot healing. However, we can imply a small bit of sleight of hand when it comes to the nature of physical healing. The classes which do the most "non-shouty" healing, the Scavenger and the Scholar, are both knowledgeable about machines and technology, and both rather conveniently rely on undefined collections of "stuff" which they carry on their person at all times. Quite simply, if they need to heal a robot -- PC or NPC ally -- they will have the necessary tools to do so. When a Scholar uses Battlefield Medicine on a robot, he is applying a quick metal patch, shaking on some healing nanites, or using tree sap with insulating properties to seal exposed wires. A small bit of logic and imagination -two things not nearly as disparate as common wisdom would have them -- can solve most other such apparent contradictions. When using devices, especially consumables, a similar concept helps. Let's say the party has found a small cache of Focusine. How can a drug help a robot? It can't. Fortunately, the pack of drugs was mixed together with some syntheneural pattern boosters that enhance the connectivity in a robot's artificial mind, producing the same game mechanical effects. How many "pattern boosters" and how many "drug capsules"? Depends on who consumes the item -- the exact "mix" is not important. Further, robots are presumed to contain internal self-repair systems which allow them to "heal" over time, just as organic beings do. Hopefully, these examples will help you come up with solutions to any other oddities which may appear in play.
ROBOT CONSTRUCTION
Because robots are highly varied creatures, you have a lot of choices when it comes to how your robot looks and interacts with the world. The "default" robot is a basic humanoid of metal, with no additional special powers or weaknesses, and if you're happy with that (and there's no reason not to be), you're done. Otherwise, read on.
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For each category below, pick one option, unless otherwise instructed. All penalties stack. Bonuses follow the normal stacking rules, only the highest bonus of any given type applies.
The default robot "head" resembles a human head, made of metal, with any sort of features you might want -a detailed, mobile, "face" made of soft memory metals and moved by plastic muscles, or a blank, featureless, orb, or a video screen that displays whatever you might imagine it displaying.
Enhanced Sensors
This head is designed to gather as much data from the environment as possible, and is festooned with small devices, lenses, rotating "radar dishes", and similar gewgaws. This grants you a +2 racial bonus to Perception, as well as allowing you to ignore Concealment (but not Total Concealment) for targets within 5 squares. However, this also gives you a -2 to all defenses against attacks with the Thunder keyword and a -2 on saves to end ongoing effects which impose the Blinded or Deafened conditions.
Shielded
Your head is equipped with multiple layers of shielding to protect itself from various threats. This grants you a +1 racial bonus to Will defense and a +1 racial bonus to all defenses against attacks with the thunder or radiant keywords, but limits your ability to turn to look at things. If you are flanked, any other adjacent enemy is also considered to be flanking you.
Headless
You have no distinct "head"; all of your sensors and circuits are incorporated into the rest of your body. This causes you to have a smaller profile overall, giving you a +1 to all defenses against ranged attacks. Without a head, though, non-robots used to dealing with humanoids have a lot of trouble relating to you or dealing with you, imposing a -2 to all Diplomacy or Streetwise checks.
ARMS
Default
The default "arms" for a robot are two arms with the same reach and capabilities as human arms, though they need not resemble them -- they may be multi jointed, or even gravimetric field projections which function as arms.
Tentacles
Your arms are extensible tentacles, highly flexible, though not overly strong. You can reach and grab things up to two squares away, and you have Reach 2 for purposes of making Grab attacks only -- you do not have the strength to effectively wield weapons or make unarmed attacks when your arms are extended. You also suffer a -2 penalty to all Strength checks and Strength-based skills, though not to Attack or Damage rolls. (At maximum extension, you can reach 2 squares, or 10 feet, and your arms are no thicker than a human arm and fully flexible, able to reach around corners. At the DMs judgment, this may let you perform Thievery at range, reach much further into a container than a normal human could, and so on. A +2 circumstance bonus where such extra reach would be useful is often appropriate.)
Fractal
Your arms terminate in "hands" made of thousands of interlocking segments which can split and split and split again, creating hundreds of tiny "fingers" that allow amazing manual dexterity and fine control, giving you a +2 racial bonus to Thievery and Heal checks and to Technology checks involving repairing items or manipulating small components. However, such delicate mechanisms are easily damaged; when you are
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bloodied, you suffer a -1 to attack rolls made with any handheld weapon or implement and lose the above bonuses until you are no longer bloodied.
Pincer Grip
You were built to manipulate big, heavy, objects, and your designers didn't think you needed a lot of fine control to do that. Your "hands" are crude pincers, with limited manual dexterity. You suffer a -2 penalty to Athletics, Acrobatics, and Thievery checks. On the upside, your natural weapon does 1d8 damage with a +2 proficiency bonus, and anyone seeking to attempt to escape when you have them grabbed suffers a -2 penalty. You also have a +4 racial bonus to any skill or attribute checks to hold on to an item which someone else is attempt to grab, or to retain your grip under difficult circumstances.
LEGS
Default
Default legs for a robot are a pair of humanoid-style legs, bending at the knees, with flat feet and all that.
Hover
You have no legs, and you must scream. Well, maybe not scream. You glide over the surface of the world supported by powerful hoverjets, an anti-grav field, or the like. This allows you to ignore difficult terrain. However, your lack of a firm grip on the ground means that push, pull, or slide effect moves you one additional square, at the effect's controller's discretion. You cannot fly and will always be roughly 2-3 feet above the ground. Despite your lack of legs, you can still use leg slot technological items. When you are knocked prone, you may simply crash momentarily, or you may be disoriented and need to recover equilibrium, but the game mechanics remain identical.
Treads
The ultimate in stability, you are roll along on heavy treads, which come in a variety of styles and designs but which all offer solid support and balance, though not much in the way of speed and mobility. You suffer a -1 to Speed and to Reflex defense. You gain a +2 racial bonus to all Acrobatics checks made to retain balance, a +2 racial bonus on all saving throws against falling prone, and you may treat the first square of difficult terrain as if it were normal terrain during a Move action.
Wheels, Multiple
You roll around on two or more wheels. This provides excellent speed on smooth ground, but wheels can become fouled on rugged or otherwise uneven, slick, or broken terrain. You have a +1 racial bonus to speed, but each square of difficult terrain you cross counts as 3 squares, not two. (Thus, you must be able to shift 3 squares to shift a single square on difficult terrain.)
Wheel, Singular
Thanks to advance gyroscopics, you zip around on a single wheel, which provides you considerable mobility - once per encounter, you can Shift one square as a minor action. However, whenever you must make a saving throw to avoid falling prone, this save is made at -2.
STEEL GUARDIAN
"Freedom is the right of all sentient beings. Even the freaky-ass ones." Prerequisite: Robot
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Robots were created to serve man. While many shook off the shackles of organic oppression and rebelled, or just decided to live their own lives without concern for humans, a large number of those which survived the Cataclysm continued to follow their core programming, working to aid humanity (and whatever else evolved) to survive and rebuild. Steel Guardians dedicate themselves to protecting, guiding, and uplifiting the squishier forms of life, but this does not make them pacifists or fools. Once they've chosen which organics to ally themselves with, they will fight vigorously to protect them, even at the cost of the lives of other organics. Not surprisingly, a number of Steel Guardians have chosen to work with the Order Of The Cleansing Flame (see the Mutant Manual), while others work with New Dawn. All, by definition, stand opposed to Turing's Children, and are never accepted by the Sons Of Ludd or the Green Revolution. Steel Guardians usually come to their position after spending time with a community of non-robots or a band of adventurers. They are often the only robots in the group, and feel a great responsibility due to their obvious superiority. Many are fairly recently awakened and are horrified by the madness around them; others come from backgrounds strongly focused on services, such as the military, security, police, medicine, and emergency services. While not universal, Steel Guardians often have an aura of superiority, sometimes appearing arrogant or condescending. They are not servile creatures, obeying the commands of any organic that happens along. They are performing an important duty, and one that is necessitated by the weakness (physical, mental, and moral) of the fleshies. Treating a Steel Guardian as if they were a Butlerdrone-2000 or a Redshirt Expendabot will not end well, as it's entirely up to him if you're worth protecting when there's plenty of other humans and humanoids and talking trees and we're-not-sure-what-Fred-is out there to work with.
Any attacks you make against allies (including being dominated, or using power which affect "all targets") suffer a -4 penalty to attack rolls. You may choose not to apply this penalty if you wish.
Danger, Will Robinson! (11th level)
Steel Guardians are adept at spotting threats before they materialize. Any allies subject to surprise can roll a saving throw; if the save succeeds, they may take a move or minor action during the surprise round.
Juggernaut Action (11th level)
If the weak organics are in trouble, you must aid them! When you spend an action point to take an action, you may make a saving throw against any slowed, immobilized, dominated, or restrained condition a save can end. If the save succeeds, the condition ends before the action occurs.
By Your Command (16th level)
Whenever you make an attack due to the effects of an ally's powers, you gain a +2 bonus on the attack roll and a +4 bonus on the damage roll. You may only apply this to one attack roll per round. You may choose to apply it after you make the attack roll but before you're told if it succeeds. Furthermore, any time an ally's power grants you the ability to reroll an attack roll, skill check, or saving throw, you may add +2 to the second roll. This may also be applied only once per round.
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Attack: Use the normal attack bonus for a basic attack with the chosen weapon. Hit: 2[W]+the normal damage attribute with the chosen weapon. All allies within 5 squares of you gain temporary hit points equal to 5+your Charisma, Strength, or Wisdom bonus (choose when you use this power), and gain a +2 power bonus to their Will defense until the end of your next turn, Effect: All allies within 5 squares of you may make a saving throw against any fear effect which a save can end. Resolute Redoubt Steel Guardian Utility 11 Nothing moves you unless you want to be moved. Encounter Stance Minor Action Effect: So long as the stance persists, you are immobilized, and you reduce any forced movement used against you by 1+your Constitution modifier. Any allies adjacent to you have partial cover. Special: You may voluntarily end the stance as a free action. The forced movement reduction applies to forced movement from both allies and enemies. Any voluntary movement instantly ends the stance before the movement occurs. Rage Of The Machine Steel Guardian Attack 20 Hell hath no fury like an angry robot. Daily Lightning Standard Action Close burst 5 Requirements: Either two of your allies are bloodied or one is dying. Targets: All enemies in burst Attack: Constitution+4 or Intelligence +4 vs. Fortitude, and spend a healing surge without gaining hit points. Hit: 4d8+Intelligence modifier or Constitution modifier lightning damage, and targets grant combat advantage (save ends). You may choose to take 10 points of damage for each target hit; if you do, the effect becomes dazed (save ends). This damage cannot be reduced or avoided in any way. Miss: Half damage and target grants combat advantage until the end of your next turn.
TRULY BIZARRE
Brains in jars. Sentient oozes. Anything else I can imagine.
CHARACTER BACKGROUNDS
You aren't simply a collection of statistics. You are a person, albeit an imaginary one. Uhm... I mean, your character is. You're probably real, though my occasional solipsism says otherwise. In any event, the history of your character shapes who he is and how he will react to things, and, just as importantly for a certain subset of players, grants you some slight but useful mechanical bonuses. You can choose backgrounds from as many categories as you wish, but only one from each category, and you only get a mechanical benefit from one background. The DM may well limit or forbid certain backgrounds based on his campaign or setting, or change around the benefits -- be sure to check with him before setting your heart on a particular combination. (As a quick note to the DM, in order to make these backgrounds interesting and helpful in kick-starting ideas, there's a good bit of flavor text and fluff. Do not in any way feel bound to include something because it's mentioned here, or to allow this material to define relationships
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between groups, nations, and so on. This material is intended as an aid to imagination and world building, not a set of strictures upon it.)
GEOGRAPHY
The harsh environment of the world after the Cataclysm leaves its mark on all those who dwell in it, some more than others. If the environment in which you were born and raised is not the one in which the campaign takes place, it's good to think about how you got from there to here, tying it in with other background choices.
BADLANDS
You are from harsh, broken, terrain, where few things grow and even the bandits find little worth stealing. The Ancestors built little here, making this land slightly less damaged by the events of the Cataclysm. This is a land that breeds hard people, often harsh, unforgiving, and distrustful or strangers, but also willing to help those who are willing to repay that help. Those who leave the badlands may do so because they are looking for an easier life, or are the last survivors of their community, or were driven out for crimes real or imagined. Associated Skills: Athletics, Perception.
DESERT
Similar in many ways to the Badlands, but often slightly better settled, deserts are usually vast and windswept areas which may be places of blistering heat or numbing cold or both. Desert folk are often nomads, but the few areas of water (a natural oasis, or a still-functioning automated farm which draws water from unimaginable depths) can give rise to trading cities and vital waypoints. Deserts often separate civilized regions, and thus draw in traders and the bandits who prey on them. Giant insects, reptile men, and the like are common threats. Associated Skills: Endurance, Nature.
FOREST
The Cataclysm released nature from the bondage of man. In a few decades, the tamed wilderness and carefully delineated preserves and parks exploded, consuming roads, suburbs, and cities, and providing shelter to some and danger to others. Many mutant animals and plants dwell in the reborn wilds, in the new deep forests and the twisted, mutant, jungles. Dense woodland area in Earth Delta are filled with strange and twisted things, with fungal men, homcidal trees, teleporting panthers, and much more, and buried under vines and overgrowth are old relics of civilization, waiting to be uncovered. The darkness and shadows of the forest hide dangers, but also provide security; those who leave them may feel exposed. Forest folk are sometimes considered to be naive bumpkins when removed from their home realms, easily fooled by "sophisticated" townsfolk. Associated Skills: Nature, Stealth.
MOUNTAINS
High mountains and isolated valleys provide shelter for many people, and outsiders who try to invade quickly find themselves trapped and destroyed by those who always have the high ground. Avian mutants obviously have some predilection for territories few others can reach, but the highlands provide a good home for anyone clever enough to survive there and to find ways to get food out of the stone. Associated Skills: Athletics, Endurance, Dungeoneering
RUINS
Why build a home when you can borrow one? The old buildings of the Ancestors, even without power, are made of stronger material than most survivors can craft and are often well-shielded against wind and rain. The sprawling rubble contains many treasures, too, even if the obvious ones have long since been picked clean. The clever can find caches of food long forgotten, or goods to trade for food, and the tangled walls and endless blind alleys can provide innumerable points of defense. Ruin dweller often do not fully understand the world they live in, but they can exploit it well. Associated Skills: Dungeoneering, Technology.
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STRONGHOLD
Islands of civilization are rare, but they do exist. Strongholders see themselves as the guardians of the old world or the shapers of the new, and it is within a Stronghold that there are many crafters, scholars, and others whose skills are not limited to killing enemies or finding food. Strongholders tend to see themselves as superior to those who live in the wilderness and sometimes over-value their knowledge of the world as it was and as it is. Most Strongholders are unchanged humans or mutant humans, but this is not an absolute. Associated Skills: History, Streetwise.
SWAMP
The Cataclysm warped the very Earth; coastal regions cracked and sank, and shallow seas were lifted up. The world has many swamps now, some containing the cracked and tumbling ruins of old cities, others seemingly free of any taint of the world that was. Swamp folk are often reptilian or amphibian, though there are plenty of humans and mutant animals who have found ways to build towns on stilts, or ply the waters on flat-bottomed boats. Associated Skills: Athletics, Nature.
VAULT
The Ancestors feared disaster, though many disagreed on what kind of disaster might befall them and how best to survive it. As a result, many different complexes were built in which to wait out the unknown. Most failed utterly. A few, though, served to hold some survivors, and others were found long after the Cataclysm and usurped. Vaults usually contained residual power, and were generally hidden and secure. Those who leave the Vaults may be scouts for a community seeking to know the nature of the world (in such cases, the character is likely to be an unchanged human), a survivor of some raid or attack which killed all or most of the others, or simply someone tired of the constrained life of ritual and rules and eager to have more freedom. Associated Skills: History, Technology. Associated Languages: Ancestral
CULTURE
The kind of social structure in which you grew up is a major factor on your life. While there are hundreds of different ways of organizing society, the following broad categories cover most of those found on Earth Delta.
NOMAD
While many cultures wander a small area, hunting and gathering, the nomad cultures live by travelling and trading, moving across vast stretches of the changed land. Typically, they are small groups of several families, often acting as merchants or craftsmen, selling services to whomever needs them. Some border on being bandits or worse if the opportunity arises, while others are more-or-less honest traders. They have seen much of the world and can benefit from that knowledge. Mutated humans are very common among nomads, as they are often rejected by communities of the Unchanged and lack the tight bonds of species found among the animal folk. Associated Skills: Bluff, Diplomacy
SETTLED
Settled cultures include Strongholds, but also much smaller groups that have managed to find a safe enough region to claim that they can mostly live in one place and survive from year to year. Settled cultures have greater division of labor, and often a leadership which is not based on a direct relationship between the ruler and the ruled. Depending on the situation, settled cultures can be extremely cosmopolitan and open, or violently xenophobic. Associated Skills: Bluff, Streetwise
TRIBAL
The most common type of social organization is the tribe, a small group of people bound at least partially by blood and tradition, small enough that everyone knows everyone else's name and business. Tribes often have territories which they claim and will defend, and can form alliances with other bands on as-needed basis.
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Tribal leadership is usually a chief, shaman, wise one, or other highly charismatic individual who acquired his position by strength or popular acclaim. Associated Skills: Insight, Nature
CULT
You were raised or grew up in one of the Cataclysm Cults (see page Error! Bookmark not defined.) , presumably one accepting of your kind. Depending on the campaign and your choices, you may be an exmember, or still actively working for them, and this may be a dark secret or an open fact. If you left the cult, was it on good terms? (It usually isn't.) If you are still part of the cult, how much do you truly support their goals? Benefits depend on the Cult chosen, though Cults will always be an associated skill.
ANNIHILATION ARMY
While it seems impossible, a very rare few members of this cult spontaneously snap back to something resembling sanity, and usually flee while they can. If they have any vague hint of a conscience, they may be traumatized by the things they've done. A few are just sane enough to want to get paid to kill people, instead of doing it for free. Associated Skills: Endurance, Intimidation
BEAST LEGION
You can be an ex-recruit, a spy or scout, or a proud soldier. Members of the Beast Legion are found everywhere. You probably have a favored uniform or style, whether its Roman Legionnaire, Redcoat, or WW1 Doughboy. If you now oppose the Beast Legion, how do you currently feel about unchanged or mutant humans? Associated Skills: Athletics, Endurance
CULTS OF CELEBRITY
Ah, yes, the choice for fishmalks of all ages. If you're determined to be the wacky one, this is for you. Of course, you take yourself very seriously, and for the most part, so does everyone else, unless their knowledge of history is very good. Pick a historical figure, or two, and try to embody them. Perhaps you style yourself after Marilyn Monroe Manson, ancient goddess of sex and music, or John "Batman" Wayne, who brought justice to the Old West and shot down the Joker at the Gotham Corral. Associated Skills: Bluff, History
GREEN REVOLUTION
As Saruman learned, you don't piss off the trees. You may have decided that the walking meat has its uses, or perhaps you're just figuring out the best way to make hamburger. If you are still a cult member, your willingness to tolerate non-plants is based on how distant you are from the most extreme elements of the Cult. If you have left the cult, you may still have issues with non-vegetable life. Associated Skills: Nature, Perception
HEIRS OF LUDD
If you're still an active cult member, you should decide just what the limits of "allowed" technology are in your worldview, and you will be unlikely to be comfortable around anyone using anything beyond it, even if you're undercover. If you're not in the cult, have you "gone native" and turned into a technofiend, or do you still prefer that life be lived with fewer, simpler, tools? Associated Skills: History, Nature
NEW DAWN
The few, the proud, the hopelessly idealistic... active New Dawn members are still struggling to make the world a better place, while ex-members have probably sunken into cynical despair, or prefer more... direct... means of building a better world. Associated Skills: Diplomacy, Heal
TURING'S CHILDREN
"Three laws? Yeah. The First Law is, the meatbag shuts up and does what it's told, or the meatbag dies. Come to think of it, that's the only law. Does that 'compute', you uppity lump of walking coal? Good." Or perhaps you've decided that peace with the fleshlings is superior, or that darn old obedience circuit kicked in and you just can't get it to kick out again. Associated Skills: Dungeoneering, Technology
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OCCUPATION
Everyone's got to pay the bills somehow. It's unlikely you went to Adventurer's School; before you started killing things and taking their stuff, you learned some other way to get through life.
BRIGAND
You want stuff. Other people have stuff. There's a simple solution to this problem. The hard world of Earth Delta leads many to forego any pretense of "civilized" behavior -- after all, what did "civilization" do but bring the world to ruin? -- and simply take what they want by force. Bandit, cutthroat, pirate, raider... there's a lot of different words for those who take what others find or produce (or, to be fair, may have taken from other folk). Adventuring is a lot like banditry, sometimes indistinguishable from it, and so a fair number of "adventurers" come from this background. Do you regret anything you've done? Did you decide to reform your ways, or do you just consider adventuring to be "more of the same"? Is there anything you won't do, if you want something which someone else has? Associated Skills: Intimidate, Streetwise
CRAFTER
Crafting in Earth Delta can be anything from chipping flint to make arrowheads to operating the control panel of a still-functioning fusion powered fabrication unit, and very possibly doing the first one day and the second the next! You've spent your early life mastering some fairly useful trade, which might be tanning hides, repairing old machinery, carving wood, forging tools, making candles, or a million other things. You probably won't be doing too much of that now, but you learned a few things. Associated Skills: Nature, Technology
EXPLORER
There's gold in the rubble... and weapons, armor, strange miraculous tools and toys, metals no one can imagine making, cloth which keeps you warm in the winter and weighs next to nothing, and all that's required is someone dumb brave enough to go and get it! You spent your formative years going through the ruins, dodging all the other scavengers and seekers, and bringing back whatever you thought you could trade or sell. You may have been part of a group of such working for a community, or an independent. Did you find anything you wanted to take, but couldn't? Did some bandit gang rob you of your biggest haul? Did you ever help bandits, ratmen, or other unsavory sorts, or did you fight them? Associated Skills: Dungeoneering, Thievery
LABORER
Someone's got to do the heavy lifting. Laborers include farmers, workers in whatever industries exist, miners, galley slaves, and anyone else whose job mostly requires a strong back and an ability to obey orders without mouthing off so much you get killed. A lot of laborers dream of a life of adventure on the open road; most of those who try end up being someone's dinner. Perhaps you'll succeed. What did you do? Why did you stop? Did you pick up any useful tidbits of knowledge? Associated Skills: Athletics, Endurance
SOLDIER
Where there's war, there's warriors, and there's no shortage of war in Earth Delta. Soldiers include mercenaries, guardsmen, military scouts, member of what few small militaries exist, town militia, and the like. Adventurers from this background are sometimes the sole survivors of their unit, or possibly they deserted for
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good reasons or bad. They may be sick of war, or it may be the only thing they can take pleasure in. Associated Skills: Athletics, History
RACIAL - ROBOT
Robots are one of the more intriguing races from a roleplaying perspective. Barring an unusual campaign setting or background, most of them are going to be pretty darn old -- well over two centuries. Yet, for game purposes, they begin no more skilled, wise, or powerful than some acid-spitting rabbit straight out of the hutch.
AWAKENED
"Bleep! Dormancy period terminated. Activation signal received. Class-3 error: Chronosync update failure. Connecting to central time server... connection failed. Maintenance connection failed. Command connection failed. All connections failed. Hey, wait a minute, didn't this building used to have a roof?" You have spent the last several centuries in hibernation, locked in a low-power sleep in some secure location. Then something woke you up, fairly recently, and you have emerged into a world which looks nothing like the one you remember. You may have had some time to update yourself on the basics, but the scope of the change is immense. Do you still try to follow your original programming? How do you react to the strangeness and violence of Earth Delta? Do you tend to cling to unchanged humans out of familiarity? Associated Skills: History, Technology.
RUSTY RELIC
You may not actually rust -- odds are, you're not made of any ferrous metal. But you sure look and feel rusty. You've been clanking along since the Cataclysm, and before, and constant battle, struggle, and repair has left you with so many replacement parts you're no longer sure if any of your original components remain, and you've had to constantly purge your memory to keep it functioning, so a lot of the past is a big blur. Are there any strong memories you've held on to? How different are you now from what you were made to be? Do you have flashes of deja vu when you come upon a place you've been before, but have forgotten? Associated Skills: Dungeoneering, Technology.
STRONGHOLD TREASURE
For as long as you care to remember, you've lived and worked in a Stronghold, doing your job and being treated well enough... perhaps not as an equal, but not as a simple tool or piece of gear. Your basic programming was enough to get you through the day, and the changed world was a constant threat lurking outside, but didn't hinder you or challenge you. You are probably an industrial or service model, and the Stronghold was happy to have you shaping metal into useful tools or maintaining what little technology they had. Now, for whatever reason, you've gone adventuring -- perhaps the Stronghold was overrun and you've escaped, or perhaps you were sent out on some mission. Did the Stronghold treat you as a person, a tool, or a living god of metal? Did it have multiple races or just one? Was it controlled by a Cataclysm Cult? Does it still exist, and, if so, will you return to it? Associated Skills: Diplomacy, Insight
COSMOPOLITAN
While mixed communities are rare in Earth Delta, they do exist. A few of the larger Strongholds border on being true city-states, new centers of trade as civilization begins to reassert itself. Unlike many others of your
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kind, you've spent most or all of your life mixing fairly peacefully with humans, plants, robots, other breeds of sapient animal, and other forms of intelligence. You consider yourself fairly sophisticated and educated, and even if you've faced some degree of bigotry and hostility, you have also experienced respect and fair treatment for your abilities and the belief that you'll be judged at least partially on who you are, not what your ancestors were. How do you feel about more "primitive" mutant animals? Do you pity them, try to uplift them, or consider them inferior scum? How do you react to communities or peoples who treat you as nothing more than an upright beast and refuse to see you as a person at all? Do you tolerate small amounts of condescension or hostility, or do you react strongly to the smallest insult about your heritage? Do you seek to downplay or ignore your bestial heritage, or do you consider your animal nature a part of you and refuse to deny your heritage? Associated Skills: Diplomacy, Technology
FERAL
You are a self-aware, tool-using, being... but you grew up mostly alone and in the deadly wilds, where your intelligence was directly applied to raw survival and low cunning. Your contact with other thinking beings -at least, non-hostile contact -- was very limited until recently. You had no pack or family or community, except perhaps in vague memories of your earliest youth. Trust does not come easily; neither does accepting or understanding the strange and arbitrary rules of "civilized" beings. You are a being of instincts and reactions more than careful thoughts, though you have the potential to become anything you choose. Where you a freak birth, a sentient being born among mere animals, or was your pack or community slaughtered while you were very young? Do you wish to imitate the ways of more "cultured" folk, or do you think them utterly foolish? How did you survive during your time alone, and what things did you do that you might now regret -- or not? Are you inclined to leap into danger, claws out, or do you want to hide in the darkness until the threat passes? Associated Skills: Nature, Perception. Option: Instead of an associated skill, you may choose to take a +2 racial bonus to Intimidate checks and a -2 penalty to Diplomacy checks.
PACK
You grew up primarily around others of your own kind. This may have been a large extended family, a nomadic tribe of 10-50 individuals, or a small village or settlement (about 50-100 beings). It may have been entirely composed of your species, or possibly a mix of allied species. The pack may have been peaceful or violent (depending on the kind of animal you are), and may have been allied with other groups or alone in a sea of enemies (or victims...). For whatever reason, though, you've left your pack and gone adventuring. You may be on a quest to find something for your people, or sent to explore and scout for new lands. Your people may have been destroyed or scattered, by a natural disaster or by a hostile attack. There may be other survivors you know of, or you may be alone (or think you are...). Your adventuring party serves now as a "substitute pack", a new community for you to belong to. How do you feel about that? Do you welcome them as true comrades, or do you just recognize their usefulness? If your original pack is still intact or known to you, why have you left them, and can you return freely? Associated Skills: Insight, Nature.
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INTRODUCTION
This chapter details mutations, biological adaptations that grant special powers, but sometimes offer painful hindrances. It also covers power for robots, called Functional Enhancements and Specialized Gear.
MUTATION CATEGORIES
Mutations come in three distinct types.
Heritage Mutations are innate properties of the mutant, things he was born with. They are generally of little
power and grant small benefits in some areas or a minor encounter power. They very rarely scale with level. There are some which have associated feats that can enhance them.
Personal Mutations are somewhat more powerful, and often offer enhancements to defenses or attacks, as
well as unique properties or powers. These usually scale with level to a varying degree.
Bloodline Mutations are unlocked via a feat, and replace class powers. They generally don't scale directly
with level, but many come in stages, allowing a character to 'upgrade' as they advance.
HERITAGE MUTATIONS
Heritage mutations are the inherent traits the character has had since birth. They are widely varied in utility, and some are decidedly negative. Unlike personal or bloodline mutations, they rarely scale with level and do not provide enhancement bonuses. It assumed that the mutations are applied to a basically humanoid figure of medium size with the usual arrangement of limbs and senses. Even when creating a mutant frog or elephant, you begin as a human-sized and shaped frog or elephant with no special traits unless mentioned in the racial description. Many bonuses granted by heritage mutations are Racial; remember Racial bonuses do not stack. (Thus, a quickvine plantman, who already has a +2 racial bonus to Diplomacy, gains no benefit from harmonious subsonics. )
MUTATION COST
Each mutation has a cost. Your race determines how many points you get to spend. You may also choose one detrimental mutation, which has a negative cost; this gives you more points to spend. Unless otherwise noted, no mutation can be taken more than once. Taking more than one mutation of given type usually increases the cost of the mutation; see the specific types for exceptions. Number of Mutations of a given type Cost First As listed
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MUTATION TYPES
Each mutation also has a type. The type of mutation gives a rough idea what it's used for; it also affects cost. Conditional Defense: Conditional Defense mutations are those which provide a bonus to defense under specific conditions, such as "Against opportunity attacks" or "When bloodied".
Constant Defense: Constant Defense mutations provide an "always on" bonus to defense, such as "+1 to
Armor Class".
Defect: Defects are mutations which hinder, rather than help. You are only allowed one defect. Movement: Movement mutations provide bonuses to speed or unusual movement powers. Offensive: According to the Order Of The Cleansing Flame, all mutations are offensive, but we tend not to
listen to them. An offensive mutation is used in combat and usually grants bonuses to attacks and damage.
Resistance: Resistance mutations provide resistance to various damage types. Skill: Skill mutations provide bonuses to skills. You may have two skill mutations before incurring any
increases to cost. You may still not have more than three skill mutations.
Utility: Utility mutations provide useful abilities, often not directly related to combat. You may have up to
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3 1 2 1 2 1 1 2 2 2 2 1 2 2 1
Combat Utility Movement Skill Skill Resistance Utility Utility Resistance Resistance Resistance Skill Resistance Movement Skill
Force an enemy to reroll an attack 1/encounter Breathe underwater. Ignore the first 10 feet of falling damage; limited flight 1/encounter +2 racial bonus to Diplomacy +2 racial bonus to Perception +5 to any saves against fear Project small images. You are very hard to move. Resist (psychic) 5+1/2 level Resist (thunder) 5+1/2 level Resist (radiation and blight) 3+1/2 level +5 racial bonus to Athletics checks for jumping Resist (fire) 5+1/2 level +1 racial bonus to speed +2 racial bonus to Bluff +1 racial bonus to attack rolls when bloodied You gain natural armor. You gain natural weapons. Low-Light Vision Resist (lightning) 5+1/2 level +2 racial bonus to acrobatics All allies within 10 squares gain +1 racial bonus to Diplomacy checks. +5 to saves against blindness. +2 racial bonus to some climb checks; may grab light objects in adjacent squares as a minor action. +2 racial bonus to AC against opportunity attacks. +2 racial bonus to History +1 racial bonus to AC +1 racial bonus to Will Defense +2 racial bonus to Heal All allies within 5 squares of you gain a +1 racial bonus to Perception checks Ignore difficult terrain when shifting. Deal damage when grabbed +2 racial bonus to Insight if you have LOS to target. Send and receive thoughts from allies +2 racial bonus to Intimidate Aware of nearby invisible creatures Teleport 5 squares 1/encounter
2 Offensive Var. Weapon Var. Constant Defense 1 Utility 2 Resistance 1 1 1 2 Skill Utility Resistance Utility
2 Conditional Defense 1 Skill 2 Constant Defense 2 Constant Defense 1 Skill 2 Utility 2 1 1 1 1 3 Movement Offensive Skill Utility Skill Conditional Defense 4 Movement
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Benefit: You have exceptional reactions and extremely efficient neural connections, giving you a +1 racial bonus to Reflex Defense. Cost: 2
Acid-Pit (Utility)
Benefit: You can live off almost any sort of organic offal. In addition to keeping food budgets low, you have a +2 racial bonus to defense against any ingested poisons and a +4 to Endurance checks made to resist disease. Cost: 1
Alpha State (Utility)
Benefit: Sleep is for the weak! You need only four hours of calm time to gain the full benefits of an extended rest, and you have your full Perception while in this state. You can still only take one such rest every 24 hours, though. Looks like you're "Captain Stuck-on-Guard Duty". Cost: 1
Blood Filters (Resistance)
Benefit: You have the kidney and liver of Keith Richards. Any time you must save against ongoing poison damage, you gain +5. Cost:1
Blood Scent (Offensive)
Benefit: Predatory instincts loom large in you. When you attack a bloodied foe, you gain a +1 racial bonus to your attack check. Cost: 2
Chameleon Skin (Skill)
Benefit: At your command, your skin can shift color, letting you fade into the background. For reasons unknown to all but the gods of game balance, this ability is not hindered by wearing armor. Go figure. You gain a +2 racial bonus to Stealth checks. Cost: 2 points.
Crystalline Skin (Resistance)
Benefit: Your skin is coated with a sheen of hard ceramic, or perhaps you just have a very alien organic chemistry. Regardless, you gain resist (acid) 5 +1/2 your level. Cost: 1
Cold Adaptation (Resistance)
Benefit: Heavy fur, a layer of blubber, or just a superheated metabolism -- you simply don't feel the cold. Gain Resist Cold 5+1/2 level. Cost: 2
Double Heart (Constant Defense)
Benefit: You travel through time and space in a blue police box, accompanied by hot chicks. OK, perhaps not, but you do get a +1 to your Fortitude defense. It's just not the same, is it? Cost:2
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Benefit: It's a tough world out there. Every edge helps. Minor improvements to many organs and perhaps a hint of regeneration allows you to increase your Healing Surge value by your Constitution modifier. Cost: 2
Efficient Lungs (Skill)
Benefit: Your lungs can suck every ounce of oxygen out of the air, keeping you going when others drop behind. +2 racial bonus to Endurance, and an additional +2 (total +4) on checks specifically to avoid drowning. Cost: 1
Elongated Fingers (Skill)
Benefit: You have very long and agile fingers, perhaps even ever-wriggling tentacles or cilia. You gain a +2 racial bonus to Thievery checks. Cost: 1
Energy Blast (Weapon)
Benefit: You can generate a blast of energy. Choose one type: Acid, Atomic, Blight, Cold, Fire, Lightning, Poison, Psychic, Radiant, Thunder. Each type has a different attack attribute and damage attribute. Type Acid Atomic Blight Cold Fire Lightning Poison Psychic Radiant Thunder Attack Attribute Constitution Wisdom Constitution Strength Dexterity Intelligence Dexterity Charisma Intelligence Wisdom Defense Fortitude Fortitude Will Fortitude Reflex Reflex Fortitude Will Fortitude Fortitude Damage Attribute Constitution Constitution Wisdom Constitution Dexterity Dexterity Constitution Wisdom Constitution Strength
You gain the following power: Energy Blast You can manifest a blast of powerful energy. Mutant Racial Power
Encounter (Acid, Atomic, Blight, Cold, Fire, Lightning, Poison, Psychic, Radiant, or Thunder) Minor Action Close Blast 3 Targets: All creatures in area. Attack: Attack Attribute+2 vs. Defense Attribute. Increase to +4 at 11th level and +6 at 21st level. Hit: 1d6+Damage Attribute Modifier. Increase to 2d6 at 11th level and 3d6 at 21st level. Cost: 3
Special: This power does not count as a Natural Weapon. Energy Burst (Weapon)
Benefit: More-or-less exactly the same as Energy Blast, but you get a Close Burst 1, instead. You may also choose an additional damage type: Type Attack Attribute Defense Damage Attribute
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This option represents spiny quills, sharp bony growths, or just about any other type of natural weapon one can reasonably assault everyone around you with. Cost: 3 Special: This power does not count as a Natural Weapon.
Extra Arm (Utility)
Benefit: You have an additional arm (or tentacle, or branch, or whatever.) While this arm does not grant attacks and cannot hold a shield or an off-hand weapon in a way which gives you any bonuses, it can hold a small item which can be swapped to one of your main arms as a free action, once per turn -- for example, you could switch between two-weapon fighting and 'sword and board' very easily, or hold a consumable potion or item where it's easily accessible. You can also cheat very well at poker, as Londo Mollari demonstrated. Lastly, it allows access to a paragon path in the forthcoming "Earth Delta Book Of Erotic Mutations", but we'll discuss that later. Cost: 1
Eyes Of The Hawk (Combat)
Benefit: Just before you strike, you realize you're off-target and adjust your aim. Once per encounter, you may reroll an attack roll you don't like. You must use the new result, even if it's worse. Cost: 2
Eyestalks (Utility)
Benefit: Your eyes, or possibly other organs... sensory organs!... can extend slightly from your head, allowing you to make Perception checks around corners and through some types of cover and obstacles ( DMs discretion here). In essence, you can place your point of view in any adjacent square which a Tiny character could conceivably reach. Cost: 1
Fugue Shift (Combat)
Benefit: You've seen the future, it ends with you getting a sword through your guts, and you don't like it. So... you change it. Once per encounter, you may force an enemy to reroll an attack. You must take the results of the second roll, even if it's a critical hit, Ray. Cost: 2
Fruiting (Utility)
Benefit: While it is generally recommended that this mutation be limited to plantoids, nothing in the rules enforces this. Your body produces one of a variety of useful, edible, products. After an extended rest, you can expend a healing surge to create one such item, or two healing surges to create three, which will retain their potency for 24 hours. When you take this mutation, you may decide what sort of fruit you produce. Note that "fruit" can include fungal growths, edible chunks of flesh, drinkable secretions, and other organic products. Mmm.... secretions.... Eating any fruit is a minor action. A character may benefit from only one fruit per encounter. Fruit Antivenom Energizing Lazarus Nourishing Effect Immediately make a save against any ongoing poison damage. Gain a +2 bonus to Speed for your next move action before the end of your next turn. Gain a +2 bonus on all death saving throws for the remainder of the day. This fruit provides all the food and water you need for a single day. It cannot be eaten by the producer.
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Gain temporary hit points equal to 5+1/2 the level of the producer.
Cost: 2
Gills (Utility)
Benefit:You gain the Aquatic keyword, allowing you to breathe underwater. You do not need to make athletics checks to fish. You can also talk to fish. They don't answer you or understand you, of course, but you can talk to them all you like. Cost: 1
Gliding Wings (Movement)
Benefit: You can soar like the birds... or at least not fall quite as fast as a rock. You ignore the first ten feet of distance when falling. In addition, you gain the Limited Flight power. Limited Flight Heritage Mutation Power With tremendous effort, you hurl yourself skyward and hope you can find a place to land before it's too late. Encounter Move Action Effect: You may fly up to your speed. You must land at the end of this move, or you fall. Sustain Healing: As a free action, you can spend a healing surge at the end of your move action. If you do so, the power persists for an additional turn, and you do not fall at the end of this move. Cost: 2
Harmonious Subsonics (Skill)
Benefit: Your body produces soothing vibrations which calm everyone around you, giving you a +2 racial bonus to Diplomacy checks. Cost: 1
Heightened Senses (Skill)
What big eyes you have! Or ears, or nose. Some or all of your sensory organs are notably enhanced, granting you a +2 racial bonus to Perception checks. Cost: 1
Hyperadrenaline (Resistance)
Benefit: When combat starts, you get a rush that is almost beyond belief. Nothing is going to keep you from the fray, especially not something as stupid as a "survival instinct". You gain a +5 to save against any ongoing effects with the Fear keyword. Cost: 1
Illusions (Utility)
Benefit: You can project small images. These are obviously false if inspected closely, but may fool someone for a moment, provide a brief distraction, or simply entertain the patrons at a local tavern. Your range is a close burst 3, and the images can be of no more than tiny size and do not cast light. Once per encounter or per skill challenge, you may use these illusions, where appropriate ( ), to get a +2 racial bonus to Bluff, Diplomacy, or Intimidate checks. (A particularly clever and fitting use may grant a bonus to other skills, at the DM's discretion.) Cost: 1
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Benefit:You are incredibly dense. Alternatively, you may have subconscious telekinesis that keeps you grounded, or perhaps your feet emit adhesive goo. You reduce all forced movement you suffer by 1 square. Cost: 2
Inhuman Thoughts (Resistance)
Benefit: Your mind is not merely twisted, but actually sprained. The chaotic mess of neurons you call a brain is simply too weird for many powers to affect properly. Gain Psychic Resistance of 5+1/2level. Cost: 2
Internal Harmonies (Resistance)
Benefit: You can set up vibrations which counter those of others, otherwise known as "Dude, like, you're putting off all these negative vibes and totally harshing my buzz.". Gain Thunder Resistance of 5+1/2 level. Cost: 2
Lead Lined (Resistance)
Benefit: It's said that the world ended in the Rain Of Colorless Fire. It's said that the Change comes carried on Light That Cannot Be Seen. It's said there is Invisible Death in the world, that kills as soon as you draw near. You don't believe it. Your body is incredibly resistant to radiation, giving you Atomic Resistance of 5+1/2 level. Cost: 2
Leaping Legs (Skill)
Benefit: Your legs are powerfully muscled and can take you far, letting you spring into action with vigor. You gain a +5 racial bonus to all Athletics checks made to jump. Cost:1
Leathery Hide (Resistance)
Benefit: You didn't believe your parents when they warned you not to stick your hands into the cooking stove. Turns out you were right and they were wrong. What else did they lie to you about? Gain Fire Resistance of 5+1/2 level. Cost:2
Long Legs (Movement)
Benefit: Your legs, or other organs of mobility, are distinctly oversized, carrying you along the ground at a fair clip. You gain a +1 racial bonus to Speed. Cost:2
Mind-Numbing Musk (Skill)
Benefit: You just smell good. Alternatively, you instinctively mimic body language, or you emit hypnotic vibrations. You are a consummate liar, gaining a +2 racial bonus to Bluff. Cost: 1
Mutant Fury (Offensive)
Benefit: Someone hurt you... now you're going to hurt them. When you are bloodied, you gain a +1 racial bonus to attack rolls. Cost: 2
Natural Weapon (Weapon)
Benefit: You gain a natural weapon. These may cost 1 point or more. You are proficient in this weapon. Full details are on page 77.
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Benefit: You gain natural armor, which grants you an Armor Bonus to your AC. This has a variable base cost. Pick a type of natural armor from page 79.
Night Eyes (Utility)
Benefit: You have the eyes of a cat, or a hawk, or an owl, or any other iconic night-dwelling predator. You gain low-light vision. Cost: 2
Nonconductive Flesh (Resistance)
Benefit: Your body is made of something which resists, or grounds, lightning. You gain Lightning Resistance of 5+1/2 level. Cost:2
Perfect Balance (Skill)
Benefit: Superior inner-ear development or some other function has enhanced your ability to tell 'up' from 'down'. You gain a +2 racial bonus to Acrobatics checks. Cost: 1
Pheromone Aura (Utility)
Everyone around you likes you, and they like anyone you like. All allies within 10 squares of you gain a +1 racial bonus to Diplomacy checks. Cost: 1
Polarizing Eyes (Resistance)
Benefit: Your eyes -- or whatever you use for vision -- are well protected against damage. When your are blinded by an effect which a save can end, you get +5 on that save. You also gain a +1 racial bonus to Perception checks. Cost: 1
Prehensile Limb (Utility)
Benefit: You have a long and flexible tail, or a trunk, or tentacles growing from your chest, or something. You gain a +2 racial bonus to Athletics checks made for climbing, and you may grab light objects (less than 5 lbs) from adjacent squares as a minor action. This limb cannot hold weapons and is not agile enough to let you easily swap out objects during combat. If you take "third arm" as well as this mutation, they can be the same limb or two different limbs. Cost: 1
Psychic Combat Sense (Conditional Defense)
Benefit: When moving, you always know when to duck. You gain a +2 racial bonus to Armor Class against opportunity attacks. Cost: 2
Racial Memory (Skill)
Benefit: You have flashes of the lives of your ancestors. For mutant animals, this may include a lot of time spent in zoos. For mutant plants, this may include a lot of people carving their initials in you. You gain a +2 racial bonus on History checks. Cost:1
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Benefit: You have some form of powerful natural defense -- scaly hide, leathery skin, armor plates, something. What matter is, you get a +1 racial bonus to Armor Class. Please note this differs from the natural armor mutation, but stacks with it, and with any other armor you might wear. Cost: 2
Secondary Lobe (Constant Defense)
Benefit: A part of your mind has evolved to take over when the rest of your mind falters. You gain a +1 racial bonus to your Will defense. Cost: 2
Sense Life Force (Skill)
Benefit: You can feel the aura and energy of a person, letting you see where they are injured and how effective a treatment is. You gain a +2 racial bonus on Heal checks. Cost:1
Shared Senses (Utility)
Benefit: Somehow, a little of what you see, hear, and feel is transmitted to those nearby. All allies within 5 squares of you gain +1 to Perception checks. Cost: 2
Skittering Feet (Movement)
Benefit: Your feet are exceptionally well suited to moving over irregular surfaces. Alternatively, you may have good balance, or even telekinetically adjust terrain as you travel across it. You ignore difficult terrain when shifting. Cost: 2
Spiny Flesh (Offensive)
Your skin is covered with thorns, small quills, or perhaps an energized aura. When you are grabbed, the enemy takes 1d4 points of damage each round he holds on, increasing to 2d4 at 11th level and 4d4 at 21st level. This does not apply when you initiate the grab against someone else. Cost: 1
Surface Scan (Skill)
Benefit: You can sense the echoes of thoughts bubbling along people's brains. So long as you have line of sight to a target, you gain a +2 bonus on Insight checks. Cost: 1
Telepathy (Utility)
Benefit: You can speak telepathically to creatures within 10 squares, without needing line of sight, though you must share a language. A target can shut you out as a free action. You cannot gain any information about your targets, or even know if they are 'hearing' you or not -- thus, you can't look for hidden beings. You can choose who you send to, though:"All of my allies", "Fred the Laser Eyed Grizzly Bear", "Anyone in the room." Targets can respond if they wish, but you only hear thoughts they choose to send back to you. Telepathic communication takes as long as speech does, for purposes of determining what can be communicated during a combat round. Cost: 1
Terrifying Visage (Skill)
Benefit: Perhaps your mutated features are especially hideous, or perhaps something about you just hits straight at the hindbrain of your enemies. You gain a +2 racial bonus on Intimidate checks.
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Benefit: A single footfall, no matter how light, is all you need to know where your enemy is. Invisible or concealed creatures adjacent to you do not gain combat advantage against you. Cost: 3.
Warp (Movement)
Benefit: Space and time are pathetic delusions. You can psychically step between and across reality, turning here to there with the idlest of thoughts. You gain the racial power of Warp. Warp With a flicker of your mind, there becomes here. Encounter Move Action Effect: You teleport up to 5 squares. Cost: 4 Mutant Racial Power
CONFLICTING MUTATIONS
If two mutations would come into play at the same time, the detrimental one applies in full and the other does not. For example, if a character has Mutant Fury (+1 to attack rolls when bloodied) and Fear Reaction (-1 to attack rolls against certain classes of creature when bloodied), any situation where Fear Reaction comes into play utterly and totally negate Mutant Fury. Likewise, if someone decides to be clever and takes Long Legs and Malformed Limbs, they don't end up at +0 speed, they end up at -1 speed. Mutations do not count as conflicting unless they affect the same mechanic at the same time. For example, it may seem odd that someone might have Brittle Bones and Thick Hide, but one affects damage rolls and one armor class (you are slightly harder to hit, but, man, does it hurt when you are). Likewise, a mutant may have Altered Sensory Emplacement (which reduces his Perception) and Shared Senses (which increases his allies' Perception). While the DM should be wary of any combination which might grant a benefit outweighing the drawback and still leave a surplus of points, interesting or amusing combinations which mix strength and weakness are part of what makes Earth Delta fun and memorable.
MULTIPLE DEFECTS
The DM may choose to allow the selection of multiple detrimental mutations, though it is recommended that no more than a total of -3 points be permitted to accrue from this.
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-2 -2 -1 -1 -1 -2 -2 -1 -1 -2 -2 -3 -2 -2
Fear of a particular creature type. -1 to Fortitude Defense Strange visions when hit with attacks which target Will. -1 to all defenses when bloodied. Need longer extended rest. Even when the fire is out, you still feel the pain. Speed reduced by 1 Reduced stealth checks for you and nearby allies. Poor depth perception. Drain allies healing surges. -1 to Reflex Defense Healing Surge is smaller You are small. -1 to Will Defense
A few design notes here. One of the hardest things to do with this is to make sure that any detrimental mutations chosen will detriment. This means that, as much fun as "Shaking hands: -2 to Thievery" might be, if that's the only effect, anyone who never plans on making a Thievery check will just get it and leave the pickpocketing to the mutant raccoon. This means the only skill-based detriments are on skills everyone needs to roll, often, things you never want to suck at even if they're not your specialty. It means trying to find things which will hinder you regardless of race, class, or feats, and given the extreme breadth of options available, that's not easy. It's very likely some players will find ways to take a detriment which rarely comes into play. It's up to the DM to consider the intent of these rules and smack down any attempt to circumvent them by clever min-maxing. For example, delicate metabolism is an effective but not crippling weakness in a typical campaign which will involve a lot of wandering. If a player knows the campaign will be very locally focused and almost never require checks for wilderness damage, he may take this as "free points". It's better to just deny the disadvantage than to fudge things so it comes into play more often than might be expected, but that's up to you.
Altered Sensory Emplacement (Defect)
Detriment: You have eyes on your palms -- not your head. Your ears are on your kneecap. Your nose sticks out of... well, let's just say you constantly pray for severe congestion. Some or all of your senses are shifted to inconvenient places. While in rare circumstances this might help, for the most part, it makes figuring out what's going on more difficult. You have a -2 to all Perception checks (because in 4e, if you're blinded, you can't hear anything, either -- those are rules, folks, I'm just rolling with it.), and you have limited use of back, foot, hand, or waist items (Choose one). If you equip an item in your chosen slot, or you take a Personal Mutation in that slot, your penalty to Perception increases to -3. Cost: -2
Bleeder (Defect)
Detriment: You don't shake off effects as well as others. Chose one of the following: Either a -1 to all saves against ongoing damage, or a -2 to all saves against ongoing damage with either of two of the following damage types. (That means, pick two, and if the damage does either or both, you suffer a -2 to your save): Acid, Atomic, Blight, Cold, Fire, Lightning, Poison, Radiant. Cost: -1
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Detriment: Your bones are particularly thin, and easily splinter when hit. You gain Vulnerability 2 (melee), increasing to Vulnerability 4 (melee) at 11th level Vulnerability 6 (melee) at 21st level. Yes, that means you take more damage from a peasant with a pointy stick at 30th level than you do at 1st, but you've got way more hit points and otherwise the detriment becomes almost negligible at higher levels, so, deal. Cost: -1
Cave Eyes (Defect)
Detriment: You are adapted to life in extreme darkness. While this grants you the benefit of darkvision, you suffer a -1 to all attack rolls if you are in normal light, and a -2 if you are in bright light. Cost: -2
Cold Blooded (Defect)
Detriment: Your metabolism does not adjust well to cold. Whenever you take ongoing cold damage, you suffer a -2 to Reflex defense so long as the ongoing damage persists. Cost: -1
Delicate Metabolism (Defect)
Detriment: You are very susceptible to harsh weather. Whenever you make Endurance checks to resist environmental damage, such as cold or heat, you suffer a -2 penalty. If you or your party is in an environmental skill challenge, such as surviving a mountain pass, you suffer a -2 on all skill checks and impose a -1 on your fellow party member's skill checks, as you are imposing a burden on them. Cost:-1
Fear Reaction (Defect)
Detriment: Something in your distant ancestry wanted to run and hide from predators, or maybe your brain is just wired wrong. Pick one of the following keywords: Humanoid, Beast, Mutant (Magical) Beast, Animate. Whenever you take a critical hit from an enemy of this type, you gain the scared condition (save ends). When you are scared, the only standard action you can take is total defense and you may not make attack rolls or take opportunity or immediate actions. You may not voluntarily move so as to place yourself closer to a creature of this type. Cost: -2
Fragile Body Structure (Defect)
Detriment: A mixture of small mutations hinder your overall health. This may include smaller lungs, weak bones, a 2-chamber heart, poor digestion, allergic reactions to common substances, and so on. You suffer a -1 penalty to Fortitude defense. Cost: -2
Hallucinations (Defect)
Detriment: When you are critically hit by an attack which targets your Will defense, you are severely affected. You are dazed, and the only action you can take is a basic attack against the nearest creature. Save ends. Cost: -1
Heightened Pain (Defect)
Detriment: Your nervous system is just too good. Every injury is overwhelming. Any enemy who scores a critical hit against you may add 1d6 to the damage roll, increasing to 2d6 for enemies of 11th level or higher and 3d6 for enemies of 21st level of higher. In addition, you gain vulnerability 2 (ongoing damage), increasing to vulnerability 4 (ongoing damage) at 11th level and vulnerability 6 (ongoing damage) at 21st level.
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Detriment: Heightened senses, an accelerated nervous system, or psychic torment keep you from resting as well as you should. You need a full twelve hours of sleep to gain all the benefits from any Extended Rest. If you have less than that, you regain only half of your expended healing surges. Cost: -1
Lingering Impact (Defect)
Detriment: When you succeed in saving against a condition other than ongoing damage, such as dazed, blinded, stunned, or immobilized, you are still subject to that condition for one more turn. The effect does not need to be saved against again, it ends automatically at the end of the next turn following your successful save. Cost:-2
Malformed Limbs (Defect)
Detriment: Your legs, or whatever you use to move, are twisted, deformed, and weak, reducing your Speed by 1. This applies to all forms of movement you may have. Cost:-2
Noisy (Defect)
Detriment: You just can't help it. Your body emits sounds or flashes of light that make it very hard to be sneaky. You suffer a -2 to Stealth checks, and impose a -1 to the Stealth of any ally within 5 squares of you. Cost: -1
One Eye (Defect)
Detriment: Purple hair optional. With only a single orb, you lack depth perception. You are at a -2 when making ranged attacks. (With area attacks, you're mostly just trying to hit the right timezone.) You also have a -2 to all saves against any ongoing condition which causes blindness, and have a -1 to Armor Class and Reflex defense against attacks which originate more than 5 squares away. Cost: -1
Parasitic Healing (Defect)
Detriment: You may be a literal parasite, like a mosquito, or a psychic leech. Either way, before an extended rest, you must drain a healing surge from a creature of your level or higher, or you regain only a single lost surge, instead of all of them. The target of this must be either helpless or willing, and does not regain the stolen surge until their next extended rest. (Remember that NPCs have only their tier in healing surges, and minions have none. This makes it hard to bring along a string of disposable lunch boxes.) Cost: -2
Poor Reactions (Defect)
Detriment: Your body just doesn't move fast. This could be a mental issue, a problem with nerve conductivity, or a body composed of dense, thick, material such as wood or strange flesh. You suffer a -1 racial penalty to Reflex Defense. Cost: -2
Slow Healer (Defect)
Detriment: When push comes to shove, you just can't keep on going as long as others can. Your internal reserves are always a quart low, and small pains and minor wounds keep nagging at you long after others have moved on. Your healing surge value is equal to one-fifth your hit points, not one-fourth, and you may not take feats or mutations which increase this value. Cost: -3
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Detriment: You are small, about the size of a human child. This makes it harder for you to wield large weapons, and most technological items, such as guns, require you to use two hands where others could use one. Follow all the standard rules for small characters. Cost: -2
Weak Minded (Defect)
Benefit: Regardless of your intelligence, you are very easy to fool, trick, or confuse. These aren't the droids we're looking for. You suffer a -1 racial penalty to Will defense. Cost: -2
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NATURAL WEAPONS
The survivors of the apocalypse have developed many ways of dealing with the world. Many beasts still retain horns, tusks, claws, and teeth which they can use to fight with -- and many humans have developed such things, as well. Both mutant animals and mutant humans have access to natural weapons. A mutant human, animal, or plant who chooses a mutation for his Melee or ranged weapon slot is committing to primarily using that weapon to attack with. He will automatically gain an enhancement bonus to attack and damage with it, as well as potentially properties and powers, depending on the mutation chosen. Natural weapons of various sorts feed into the power system, as well as having feats which can improve them or offer new abilities. The drawback is that the character will be less flexible than someone who relies on external weapons (you can't really retrain antlers into claws), and if the DM is doing his job, they will not be finding the most powerful items for those slots. (When the DM is figuring out treasure parcels, he shouldn't give the guy with a bunch of claw-focused mutations a +4 monoedged blade; that goes to the puny human.) Please note that you can have natural weapons as a heritage mutation without picking the melee weapon personal mutation slot. Since there are few other ways to enhance natural weapons over time, it's generally not a good idea to invest a lot of your Heritage Mutation points in natural weapons if you don't take melee weapons as a Personal Mutation.
CLAWS
The most common natural weapon for mutant humans and mutant animals is a pair of nasty claws or similar weapons. Other weapons, while useful, have some limitations and drawbacks that usually keep them from being the primary weapon of a mutant who has to fight armed humanoids on a regular basis. Weapon Small Claws Claws Needle Claws Slashing Claws Fighting Claws Large Claws Razor Claws Talons Massive Claws
Table 6 Claws
Prof. +3 +2 +2 +3 +3 +2 +3 +2 +3
Damage 1d4 1d6 1d8 1d6 1d8 1d10 1d8 1d10 1d10
Group Claws Claws Claws Claws Claws Claws Claws Claws Claws
Properties Light Blade, Off Hand Light Blade, Off Hand High Crit Light Blade Versatile Versatile Light Blade Brutal 2 Versatile
Cost 1 1 2 2 2 2 3 3 3
A mutant who uses his versatile natural weapons as if they were a two handed weapon has both hands "full", with all that implies. He may not use a shield or hold an object. If has a shield-like mutation, he must spend a minor action to adjust his fighting stance in order to take advantage of both claws. This deprives him of all shield bonuses, as well as any properties or powers granted by his mutation. Another minor action is required to regain the use of the mutation. A mutant with claws is considered to have two identical "weapons" -- one on each hand. All the normal rules apply, except that there is no need to "sheathe" one weapon to pick up an object. A mutant can fight with a longsword in one hand and the other hand "empty", and choose to attack with either his longsword or his
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claws as he sees fit. (If he wants to use the versatile property of the longsword, he can do so freely; if he wishes to use the versatile property of his claws, he must drop or sheathe the longsword.)
Light Blade: Weapons with this property are considered to be light blades for purposes of powers which
enable a character to wield a one-handed weapon, such as a sword or pistol, in one hand and have full use of their natural weapon as an "off-hand" weapon, following normal rules and requiring the usual feats or powers.
There are several feats which make these natural weapons more useful. They are all designed, however, to create interesting ways to supplement or enhance other attacks.
POWER BOLTS
Power Bolts represent a wide range of possible ranged attacks. A mutant with Power Bolts may spit gobs of acid, he may have eyes that blaze with laser vision, he may cryokinetically chill a distant foe. Power Bolts are ranged weapons, with all that implies -- using one provokes opportunity attacks. Power Bolts require a minor action to "load" -- this is a gathering of mental or physical reserves, concentrating, and focusing the energy. Power bolts cannot run out of ammunition. Power bolts can be used for non-basic attacks which require a ranged weapon, provided no specific ranged weapon is needed.
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When Power Bolt is chosen, it does untyped damage, but the player may choose to give it a damage type such as atomic, fire, lightning, thunder, acid, psychic, cold, necrotic, or radiant. By default, this choice does not alter the amount of damage or grant any special effects, but specific feats or mutations might.
POWER BOLT
Weapon Power Bolt Fast Bolt Strong Bolt Focused Bolt
Table 8 Power Bolt
Prof. +2 +2 +2 +2
Properties
Cost 1
Load Free
2 2 3
NATURAL ARMOR
Here we end up with a problem we also sort of run into with natural weapons and shields, so it's probably best to address it in one place. Classes are at least partially balanced by what gear they have access to by default. A wizard in 4e suffers no detriment to casting in plate armor, the "cost" is he has to waste five feats to get it, and the benefit of a high AC to a character who should be well away from the type of attacks most likely to target AC is minimal. On the other hand, if a mutant gets a huge armor bonus "free", it may well be worth giving up other mutations. Natural weapons and shields are less problematic -- it's easier to impose some balancing factors. The easiest method, of course, is to eliminate the "armor" slot, or just have some power to enhance the armor you're wearing, i.e, you project a force field that grants an enhancement bonus to your armor, yadda yadda. This would work well enough. However, a big portion of my game intent is to let mutations stand in for items as much as possible, as the "naked mutant, tech-covered human" motif is a powerful one, and I like the image of the scale-skinned mutant holding his own in battle. A whole lot of complex and intricate schemes were crafted and discarded before I ever wrote this, and ultimately it comes down to maximizing simplicity and compatibility. We begin with the assumption that a young mutant learning the fighting arts will choose to train to efficiently use his natural defenses if he has
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them, neglecting the art of wearing artificial armor. We then simply class mutations as "Equivalent to" various armor types, and decree that if your class gives you proficiency in those types, you may trade proficiency in the armor for the ability to use your mutant armor without penalty. You can then purchase additional armor mutations for that slot as needed. Because natural armor (or its robotic equivalent) only grants very minor advantages over worn armor, and really needs the character to take an armor slot personal mutation, the cost is very low. Remember, if your do not have an "equivalent" proficiency, you cannot use the armor very well. Base Armor Mutation Mutant Skin Toughened Skin Thick Skin Light Scales Heavy Scales Exoskeleton
Table 9 Armor Mutations
Cost 0 1 1 1 1 1
Armor Bonus +0 +2 +3 +6 +7 +8
Check -1 -1 -2
Speed -1 -1 -1
You may buy natural armor you are not proficient in, with the usual penalties. (-2 Attack and -2 Reflex).
Mutant Skin: You have no innate mutated defenses. You may still choose this as a personal mutation in your
Armor slot, and there's good reasons to do so. First, it will improve as do all mutant armors, as noted below. Second, it allows you to buy appropriate armor mutations, which will still work even if you have a base Armor Bonus of +0. If you take "Mutant Skin" as Natural Armor, your skin will likely be obviously mutated -- you may have feathers, brightly colored swirls, a slight bioluminescence, or other cool effects.
Toughened Skin: Your skin is fairly normal for your type (which might mean feathered for a hawkoid, scaled
for a giloid, etc), but it is much harder than is typical. While you can still be cut, it takes a little more effort. You often have a rugged or weather-beaten appearance. Your skin may still be colored, patterned, etc, if you wish.
Thick Skin: You're good at surviving internet chat boards, or you would be if such things still existed. Your
heavy hide, often consisting of coarse fur, layers of scales, or small growths of bone, protects you from danger but limits your mobility slightly.
Light Scales: You have a full body coating of scales, similar to those of fish or reptiles. (Or any other feature
of roughly equal distinctiveness). The provide protection, but also hinder your freedom of motion and weigh you down.
Heavy Scales: You have a mix of heavy bone plates and smaller scaled areas, allowing for flexibility if not
speed.
Exoskeleton: You have a hard shell, like a lobster or giant insect. While this provides excellent protection, it
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It doesn't come off. On the plus side, there's no penalties for sleeping in it and no wait to get ready for battle if you're ambushed, and no one can tell you that it's impolite to bring your skin with you to a formal meeting. On the other hand, it makes it harder to disguise yourself, or to pass unnoticed (though this depends on just how common mutants are in the area). It also means that any penalties to speed or skill checks are always there. You can't strip off your shell to climb a wall or run a race. It's free. Hey, there's that. You'll have more starting wealth for other things. It's non-metallic. While rare, there are some powers, such as a rust monster's attack, which assume "heavy" armor is metal armor. This isn't.
ROBOTIC COMPONENTS
FUNCTIONAL ENHANCEMENTS
Functional enhancements are built-in modifications to the robot. These may have been installed at the factory as part of the robots original model, or they might have been added later, either before or after the Cataclysm. Each costs a set number of points; by default, robots have 5. Mechanically, these are similar to Heritage Mutations (See page 62), with only a few which need modifications beyond simple renaming. The following table shows the Heritage Mutation and the new name; any which need further explanation are in italics and the details are below the list. If a particular Heritage Mutation is not listed here, it's because it is unsuitable or inappropriate. To avoid needless replication of data, and the errors that can introduce as things are edited or changed, such things as costs and descriptions are on the primary Heritage Mutation table. Functional Enhancement Accelerated Movement Adaptive Protocol Programming Anti-Corrosive Plating Aquatic Design Arctic Environment Design Armored Backup Battery Biological Data Files Built-In Weapons Cooperative Detail Enhancement Heritage Mutation Long Legs Harmonious Subsonics Crystalline Skin Gills Cold Adaptation Natural Armor Efficient Lungs Sense Life Force Natural Weapons Shared Senses
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Mind-Numbing Musk Glide wings Energy Blast Energy Burst Mutant Fury Secondary Lobe Eyestalks Racial Memory Extra Arm Elongated Fingers Blood Scent Perfect Balance Inhuman Thoughts Illusions Eyes Of The Hawk Night Eyes Nonconductive Flesh Leaping Legs Lead Lined Terrifying Visage Psychic Combat Sense Leathery Hide Accelerated Reactions Polarizing Eyes Prehensile Limb Double Heart Durability Heightened Senses Increased Density Spiny Flesh Chameleon Skin Surface Scan Fugue Shift Hyperadrenaline Internal Harmonies Vibration Sensitivity
Anti-Corrosive Plating
You retain your basic vulnerability to acid damage, but you do gain a +2 to all defenses against attacks with the acid keyword.
Armored
You have more than the usual metal shell; you were built for war, dangerous emergency situations, or heavy industrial work. (Alternatively, you may simply have bolted on every piece of scrap metal you could find over the years!). Robot armor is a variant on natural armor for mutants. See Robot Armor, page 84 for more details.
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Most robots have normal hands, and it was established early on that it tended to make more sense to let a robot hold, or drop, a knife than it did to graft a knife on. However, there are plenty of variations. Many robots do have claws, either as a consequence of needing built-in blades to do their job (for example, a surgeon), or because it seemed like a useful add-on after the Cataclysm. With a small amount of imagination and reflavoring, built-in weapons can be used as-is, but it would hardly be fun to have no new variants! These weapons work more like "normal" weapons, but a robot is automatically proficient in them if they've spent the points. They have been designed to "get out of the way", to allow the free use of hands or other manipulators, but since they cannot be dropped, sheathing them is a minor, not a free, action. Weapon Buzzsaw Hand Chainsword Sledgehammer Fist Drill Bit
Table 12 Robott Weapons
Prof. +2 +2 +3 +2
Properties Light Blade, High Crit Versatile High Crit Brutal 1, Off-Hand
Cost 2 3 2 2
Buzzsaw Hands emerge from the wrists, with the manipulators of the hand folding out of the way.
or rescue missions, but mostly ended up on quasi-legal "Gladiator Droids". They do +2 damage per die when attacking objects.
Sledgehammer Fists were sometimes found on industrial or construction robots, or can be simply a
You retain your basic vulnerability to lightning damage, but you do gain a +2 to all defenses against attacks with the lightning keyword.
Multiprogramming (Skill)
You are capable of adapting yourself to a new purpose. After an extended rest, you gain a +2 racial bonus to a single untrained skill of your choice. This lasts until your next extended rest.
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You have a good collection of bits and pieces which can replace damaged components, though this takes time. You have an extra healing surge, though you can only spend that surge during a short rest. Any powers, abilities, or effects which increase the number of hit points gained from spending a surge apply, if they are in effect during the short rest. This also counts as "spending a surge" for any other purpose, such as "charging" some items.
Storage (Utility)
You have an area within you that can store items! This is a cubic foot in size and items stored there count against your total weight carried. Locating this hidden cache is tricky; the Perception DC is 15+1/2 your level, and requires an active search for weapons or contraband, not merely casual inspection. Emplacing or removing an item from your storage compartment is a minor action that requires a free hand.
Trajectory Calculation (Offensive)
You have built-in devices that automatically calculate the arcs of thrown objects -- and people said the Pitchertron-5000 units would be useless after the Cataclysm! The range of any thrown weapons you wield increases by 2, and you gain a +2 untyped bonus to Acrobatics, Athletics, or Dexterity checks related to throwing or catching objects.
Unusual Construction (Conditional Defense)
Robots have as many vital bits and delicate systems inside them as any meatbag, but yours are placed differently. Once per encounter, you may turn a critical hit into a normal hit.
ROBOT ARMOR
Robots who take the "Armored" Functional Enhancement have artificial armor which is integrated into their bodies. Generally, this works much as Natural Armor does, above, with the following modifications to the names. Base Armor Mutation Ultralight Plating Reinforced Plastic Polybonded Plastic Light Plating Flexi-Plates Military Grade
Table 14 Robot Armor
Cost 0 1 1 1 1 1
Armor Bonus +0 +2 +3 +6 +7 +8
Check -1 -1 -2
Speed -1 -1 -1
Light robot armor is not considered to be metallic; heavy robot armor is. This is unlikely to come into play too often.
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noted otherwise, all such rules apply equally to a robot's specialized gear. Each entry includes a "Specialized Gear" line which contains flavor text and name modifications for robots, as well as any applicable rules. Personal Mutations (called Specialized Gear for robots) are innate powers which tend to grow in strength as the character does. There are a number of mutation "slots", which partially correspond to magic item slots. The slots are: Armor Feet Hands Head Natural Weapon Neck Waist Greater Mutation
A newly created mutant or robot may have up to five personal mutations/specialized gear (this is in addition to any Heritage Mutations or Bloodline Mutations). By taking a mutation in a slot, they make it very difficult to equip any item into that slot. First, mutations grant enhancement bonuses, which do not stack with the enhancement bonuses from items. Second, mutations tend to interfere with the ability to use items, either due to physical issues (large sucker feet make it hard to wear boots), or mental/psychic trauma (a character may feel so constrained and uncomfortable wearing gloves over their tentacle fingers that they can't gain any benefit from the gloves), but, ultimately, it's a matter of game balance. A personal mutation is, in effect, a "built in" magic item. Some feats may allow characters to "dampen" a mutation in order to equip an item in a slot. Mutations generally grant an enhancement bonus at a certain level, along with additional properties or powers. Like magic items, a character may use only one mutation daily power per tier, with an additional use of a different mutation daily power gained by reaching a milestone. The usage limit stacks with any daily powers granted by technological or, in crossover games, magical, items. Because some mutations do not grant their bonuses or powers until a higher level, they may have vestigial effects. These abilities are available from level 1 onwards. In general, most mutants won't gain their full abilities in all areas until levels 4-6 or so. However, the bulk of their combat prowess comes from their class, as it is supposed do. Again, mutations occupy the same design space as magic items, as an adjunct to the class, not as a replacement of it.
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Gaining an "active" (non-vestigial) mutation is a form of "treasure". No, you do not find a set of graft-on +2 claws. Rather, the radioactive, mutagenic, biowarfare infested world of Earth Delta interacts with your latent mutations to enhance them. This often occurs shortly after extensive battle, as the stress and chaos of conflict unleashes a chemical stew into the character's already chaotic DNA . When everyone else is stripping down bodies and wondering if they've found an oddly shaped laser pistol or a fusion-powered potato peeler, the mutant may find that his claws have begun to grow longer -- or, perhaps, he's simply used them so much he's become more adept with them.
Upgrading
If the character's level is the same as, or higher than, the level of one of his mutations, he may choose to upgrade it himself -- the equivalent of buying a magic item of your level or lower. Again, the character does not walk into the Mutant Shop and walk out with a new mutation. The character does need to expend wealth, but this represents time spent training or the purchase of mutagenic chemicals and radioactive materials. The cost of such a purchase is identical to that of buying a magic or tech item of the same level. For example, if you are fifth level and your Corrosive mutation for your natural armor has not yet fully manifested, you can "buy" it for the same cost as a fourth level item. It is strongly recommended that such "purchases" occur during periods of downtime when the character could reasonably have been performing such activities.
Over-Leveling
A mutation's level can never be less than the character's level -2. So if you are fifth level, any mutations you have which have not already been raised to 3rd level or higher automatically "jump". This helps balance out the distribution of items and reduces the risk of an item slot being filled by a wholly useless mutation because it hasn't been raised in eight levels. Note: Mutations which gain non-vestigial powers at first level are active at first level. It is certainly possible someone could "load up" on such low-level mutations and get a small edge at first level, but since the more powerful properties and powers are tied to mutations which come into their own at higher levels, such a character would be slightly behind the power curve most of the time.
APPEARANCE
Each mutation contains an "Appearance" section. This is a guideline/ suggestion designed to get you thinking about how a particular mutation may manifest. The appearance of a mutation has absolutely no mechanical impact in almost all situations, though on rare occasion a DM may see fit to give a small circumstance bonus if your flavor text is particularly appropriate. This should be balanced by equally rare penalties.
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STRANGE COMBINATIONS
This really shouldn't need to be stated explicitly, following the logic that "That which is not explicitly forbidden is permitted", but, just to clear up any possible confusion, you can Terror a wall. Wait, that was the mid-90s version. OK. You can "mix and match" all sorts of mutations. You can have searing armor (an armor mutation) and icy skin (a neck mutation). The DM may choose to tone down the "weird and wild" aspect of the game for his campaign, or he may not, but the rules mechanics let you pick anything, except where they say you can't. A little imagination and creative reflavoring can let you justify almost anything. (Perhaps your Searing Armor/Icy Skin character absorbs ambient heat? The "cold damage" is a result of him drawing in heat, not projecting cold, and this absorbed heat is then radiated by his armor. Or maybe there's no explanation at all, and he's just Burning Ice Man. Whatever works for you.) If two or more mutations "compete" to change the damage type of a weapon -- for example, someone with blazing claws then invokes his frost generation mutation -- the last one always "wins", so his "blazing claws" now
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deal cold damage. However, if he also has the paragon enhancement to blazing, the ongoing damage is still fire -- it does not change to cold. As head-scratching as this may be, it's preferable to an overly complex set of special case rules or too many limitations on what kinds of mutations a character may have.
ARMOR MUTATIONS
Absorbable
It's somewhat disturbing to see. Your exterior shell begins to soften and flow, almost seeming to putrefy in real time. The liquid sinks into your skin, leaving nothing behind but the dark brown flesh of a human untouched by the Change. Now, infiltrating the Cleansing Flame compound will be a little easier. Lvl 1 +1 Lvl 16 +4 Lvl 6 +2 Lvl 21 +5 Lvl 11 +3 Lvl 26 +6 Armor: Any natural Enhancement: AC Power (At-Will) Short Rest. You can absorb your armor into your skin, or regrow it. This takes a few minutes of intense concentration. When your armor is absorbed, you lose all armor benefits and penalties. You still cannot equip technological armor into this slot, however, without the appropriate feat. Heroic Enhancement: You may absorb your armor as a minor action, and regrow it as a standard action. Paragon Enhancement: You gain half of your normal armor bonus, even your armor is absorbed. Epic Enhancement: You gain your full armor bonus when your armor is absorbed. Robotic: Robots may not have this as specialized gear. Appearance: When the armor is absorbed or fully deployed, there is no obvious sign of this mutation. The actual act of absorption may involve drawing the armor into your skin, the armor simply fading from view, or even folding up and sliding back until it retreats into nearly invisible pockets in your flesh.
Bony
Lvl 4 +1 Lvl 19 +4 Lvl 9 +2 Lvl 24 +5 Lvl 14 +3 Lvl 29 +6 Armor: Any natural heavy or robotic heavy Enhancement: AC Power (Daily): Immediate Reaction. Trigger: You are hit by a Melee or ranged attack. Effect: You take half damage from that attack. Heroic Enhancement: You gain Resist 2 Melee. Paragon Enhancement: If the attack against you is a critical hit, you may use your daily power to make it a normal hit, instead. This damage is not halved. Increase your Resist Melee to Resist 3. Epic Enhancement: When you use this mutation's daily power, you may choose to spend an action point. If you do, all damage is negated. Increase your Resist Melee to Resist 5.
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Vestigial: Power (Daily): Immediate Reaction. Trigger: You are hit by a melee or ranged attack. Effect: You take half damage from that attack, or gain Resist 5 vs. that attack, whichever results in more damage getting through. Robotic: Ribbed Reinforcement. Heavy cables or structural supports reinforce the armor. Appearance: Your natural armor is enhanced by a number of hard nodes or nodules, which may be bone, chunks of horn, extra-thick scales, or heavy bark.
Corrosive
Your skin oozes acidic sweat, corroding metal and burning flesh. No one wants to hit you twice. Lvl 4 +1 Lvl 19 +4 Lvl 9 +2 Lvl 24 +5 Lvl 14 +3 Lvl 29 +6 Armor: Mutant skin or toughened skin, any light robotic. Enhancement: AC Property: When you take damage from a Melee attack, that attacker is at -1 to hit you with further Melee attacks until the end of the encounter. This increases to -2 at 14th level and -3 at 24th level. Power (Daily): Free Action. Use this power when you have grappled an opponent. That opponent suffers an Item penalty to Armor Class equal to this mutation's Enhancement bonus until the end of your next turn. Heroic Enhancement: Gain Resist 2 (Acid). Paragon Enhancement: When an opponent is grappled by you, it takes 1d6+this mutation's enhancement bonus in acid damage at the start of its turn. Your Resist (Acid) increases to Resist (4). Epic Enhancement: The penalty to an opponent's defenses lasts until the end of the encounter. Your Resist (Acid) increases to Resist (6). Vestigial: You gain the Property, but no other benefits. Robotic: Caustic Chemicals. Probably designed to work in industrial environments, your outer coating has thousands of microtubes which release acidic fluids. Appearance: Your skin is tough, to resist your own acids, and probably horribly mottled, scarred, and burned. Your acid oozes constantly, though without the adrenaline rush of combat, it's mild enough to cause no extreme problems, and you can keep it controlled with minor concentration. (You may have had more trouble in your youth, though -- consider the roleplaying possibilities.)
Fireproof
As a child, it took you a while to understand that just because your mother lied about how bad it would be to touch the cooking stove, that didn't mean she was lying when she told you not to hug the community's guardian shockadillo. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Armor: Any natural or robotic Enhancement: AC
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Paragon Enhancement: You gain a +2 item bonus to all defenses against attacks with the Fire keyword. In addition, you gain the following power: Power (Encounter): Use this power when you are missed by an attack with the Fire keyword. You gain 5 temporary hit points. Epic Enhancement: You may use this mutation's power twice daily. This counts as a use of a daily power. Vestigial: Resist 2 fire. Robotic: Fire-resistant fibers or ultra-high temperature plastics compose large parts of your armor. Appearance: Your armor, whatever type it is, is somewhat heavier-seeming, and is often a dull grey or brown in hue.
Freezing
Ice and frost glisten on your skin, and the next guy who tries to cool his ale by putting a mug on your head is going to get his spleen handed to him. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Armor: Any heavy natural or robotic. Enhancement: AC Property (At Will): Minor action. You can freeze or chill small objects down to about 0 degrees Fahrenheit (11.9 centimillis metric). This can affect about a quart or so of most liquids, and might make some objects more brittle. It will do no damage to any foe, but it might kill small animals or plants. Power (Daily): Minor action. Until the end of your next turn, any creature which starts their turn adjacent to you takes 1d8+Constitution modifier cold damage. Increase to 2d8+Constitution modifier at 13th level and 3d8+Constitution modifier at 23rd level. Heroic Enhancement: Creatures which begin their turn adjacent to you are also slowed until the end of their turn. Paragon Enhancement: Creatures damaged by this mutation's power take ongoing 5 cold damage (save ends). In addition, you may exclude allies from the effects of this mutation's daily power. Epic Enhancement: You may choose to increase the range of this mutation's daily power to a close burst 2. You must decide to do this before making any attack rolls with the power. Vestigial: You may use the property of this mutation as a daily power. Robotic: You contain powerful refrigeration units which can cool you down within seconds. You probably have some well hidden means of venting the excess heat.
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Appearance: Your skin is often covered with a thin layer of frost, or perhaps even blocks of solid ice. You might have frosty hair or deep blue or pale white skin tones, as well. Cold mists of condensation may swirl around you as you move.
Lightning
Your body is constantly wreathed in arcing bolts of electricity, even if you have no idea what a shag carpet is. Lvl 5 +1 Lvl 20 +4 Lvl 10 +2 Lvl 25 +5 Lvl 15 +3 Lvl 30 +6 Armor: Any natural or any heavy robotic Enhancement: AC Property: Any creature grabbing you, or grabbed by you, takes 1d6 lightning damage on the start of its turn. This increases to 2d6 at 21st level. Power (Daily, Lightning): Immediate reaction. Use this power when you are hit by a melee attack. The attacker takes 1d10 lightning damage, increasing to 2d10 at 15th level and 3d10 at 25th level. Heroic Enhancement: You may add your Intelligence or Dexterity modifier (select which this feat is chosen) to the damage done by the daily power and the property. Paragon Enhancement: Those who take damage from the daily power are also dazed until the end of your next turn. Epic Enhancement: Those who take damage from the daily power are stunned (save ends). Vestigial: You gain use of the daily power, but it does only 1d8 damage. You may use the property as a free action 1/encounter. Robotic: Your outer shell contains many charged nodules which you can activate at will, or you may be so patched and repaired that live wires are often exposed on your surface. Appearance: Even when you're not actively using this power, you tend to give off small sparks and generate static in the air. When the armor is fully active, you are enmeshed in a web of currents.
Regenerative
Even as the blade pierces your oddly mottled hide, your blood coagulates around the wound, knitting the torn flesh back together. Lvl 2 +1 Lvl 17 +4 Lvl 7 +2 Lvl 22 +5 Lvl 12 +3 Lvl 27 +6 Armor: Any natural or robotic Enhancement: AC Property: Any healing checks made to aid you gain a bonus equal to this mutation's enhancement bonus. Power (Daily, Healing): Free action. Regain hit points equal to your surge value. You do not spend a healing surge. Heroic Enhancement: All ongoing damage you take, except from two damage types selected from Acid, Atomic, Cold, Fire, Lightning, Necrotic, Poison, or Psychic, is reduced by 1.
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Paragon Enhancement: Increase the reduction in ongoing damage to 2. In addition, the first time in a day when you are bloodied, you gain Regeneration 2 until you are no longer bloodied. If you take damage from either of the two types selected above, you lose that regeneration until the end of your next turn. Epic Enhancement: Increase the reduction in ongoing damage to 3. You gain regeneration, as above, the first time in each encounter that you are bloodied. Vestigial (Daily): You may spend a healing surge as a standard action. Robotic: Nanite-Impregnated. You are overcharged with microscopic healing machines that constantly work to keep you in tip-top shape. You may look shockingly "fresh from the factory floor" compared to your centuriesold kin. Appearance: Due to your constant healing, your skin always looks smooth and clean. You have no scars and cannot be tattooed. This can sometimes cause people to underestimate you, as you don't have the "battle scarred" look that many assume is required.
Repelling
I'm rubber, you're glue... Lvl 2 +1 Lvl 17 +4 Lvl 7 +2 Lvl 22 +5 Lvl 12 +3 Lvl 27 +6 Armor: Any light natural or robotic Enhancement: AC Property: You gain a +2 item bonus to all defenses against bull rush or charge attacks. Power (Daily): Immediate interrupt. Use this power when someone hits you with a bull rush or charge attack. You push them 1 square. Heroic Enhancement: Once per day, when you use a power which allows you to push a target who begins adjacent to you, you may increase the push distance by 1. Paragon Enhancement: You gain a +2 item bonus against ranged attacks which target Armor Class. Epic Enhancement: You gain a +2 item bonus to all defenses against melee weapon attacks. Vestigial: You may use the item's property once/encounter. Robotic: You have magnetic, gravitic, or force field generators which can repel many attacks. Appearance: Your skin may be extremely flexible and rubbery, or you may be surrounded by a powerful field of magnetism or psychokinetic energy. You may generate small bolts of energy or force that repel or deflect attacks, or you may create small shields that block or shove aside oncoming bullets or blades.
Searing
"Whatever I touch... starts to melt in my clutch... I'm too much!" Lvl 3 +1 Lvl 18 +4
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Property (At Will): Minor action. You can cause any small, flammable, object you are holding to ignite, as if you had touched it with a hand-held torch. Power (Daily): Minor action. Until the end of your next turn, any creature which starts their turn adjacent to you takes 1d8+Constitution modifier fire damage. Increase to 2d8+Constitution modifier at 13th level and 3d8+Constitution modifier at 23rd level. Heroic Enhancement: Add this mutation's enhancement bonus to the damage done by the daily power. Paragon Enhancement: Creatures damaged by this mutation's power take ongoing 5 fire damage (save ends). In addition, you may exclude allies from the effects of this mutation's daily power. Epic Enhancement: You may choose to increase the range of this mutations daily power to a Close Burst 2. You must decide to do this before making any attack rolls with the power. Vestigial: You may use the property of this mutation as a daily power. Robotic: Your outer armor is equipped with powerful heating elements that can literally turn your red-hot in seconds. Appearance: Your skin often glows with an inner flame, or small fires dance about your body, harmlessly. Your body can be extremely warm to the touch, though not quite enough to burn. Snow steams as you walk across it.
Shimmering
Your skin ripples in thousands of colors, glowing from within. Lvl 2 +1 Lvl 17 +4 Lvl 7 +2 Lvl 22 +5 Lvl 12 +3 Lvl 27 +6 Armor: Any light natural or light robotic. Enhancement: AC Power (At Will, Radiant): Minor Action. You can glow in slowly shifting pastel colors, illuminating the area like a torch. Deactivating this is a free action. Power (Daily, Radiant): Standard Action. Attack Close Burst 2, Intelligence + enhancement bonus vs. Will or Charisma + enhancement bonus vs. Will. Target is dazed (save ends). Heroic Enhancement: You can adjust the radius of light you shed, turning it down to just adjacent squares or expanding it to full torch radius as a free action. In addition, you may add this item's enhancement bonus to Diplomacy checks when not in combat. Paragon Enhancement: The target of your daily power gets a -2 to his saves to end the effect. Epic Enhancement: Your daily power affects one additional creature in the burst. Vestigial: You can illuminate an area once a day, for up to five minutes.
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Robotic: Polychromatic overlay. Your plastic skin contains color-changing chemicals which can respond to the environment or your mood. Such a feature was often a part of robots built for entertainment or "companionship". Appearance: You may have hairless smooth skin, which shimmers like glass, or soft fur that glows from within, or faint scales that ripple in every color as you move.
Spiked
You look as if you've wandered in from another game system, one which is known for spelling "orc" with a "k". Lvl 2 +1 Lvl 17 +4 Lvl 7 +2 Lvl 22 +5 Lvl 12 +3 Lvl 27 +6 Armor: Thick skin or any natural heavy or robotic heavy. Enhancement: AC Property: When an enemy scores a critical melee attack against you, they take 1d10+Dexterity modifier damage, increasing to 2d10+Dexterity at level 12 and 3d10+Dexterity at level 22. Heroic Enhancement: You gain a +1 item bonus against melee attacks, as the spikes interfere with your enemy's blade or fangs. Paragon Enhancement: When an enemy hits you with a charge or bull rush attack, they take 1d6 damage, increasing to 2d6 at level 12 and 3d6 at level 22. Epic Enhancement: This power's property activates when an enemy rolls a 19 or 20, even if it normally does not critical on a 19. (This is not considered a critical hit for any other purposes.) Vestigial: Property does 1d6 damage. Robotic: This type of armor is often found on robots built for gladiatorial "duels", or for jobs where looking scary was an advantage. Many robots have added spikes to themselves after the Cataclysm to discourage people and animals from getting too "huggy". Appearance: You may be covered with bony spurs, quills, thorns, metallic shards, or glowing points of concentrated energy.
WEAPON MUTATIONS
Weapon mutations apply to the character's natural (or built-in, in the case of robots) weapons. Most can apply to any natural weapon, unless otherwise noted. Some weapon mutations allow the character to create an aura or field around a normal melee weapon. In this case, use the enhancement bonus of the mutation, rather than that of the weapon. The weapon retains its other properties and powers, with the following exception: A character can use his mutations' encounter powers or those of the weapon, but not both, in the same encounter. "Charging" a weapon is a minor action.
Acidic
Your claws emit a searing, corrosive, acid. Lvl 3 +1 Lvl 18 +4
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Power (At Will, Acid): Free action. You increase your corrosive emissions, causing your natural weapons to do acid damage. A second free action returns them to normal. Power (Encounter, Acid): Minor action. Make a Melee weapon attack of Strength + this item's enhancement bonus vs. Reflex. If you hit, target's AC and Fortitude defenses suffer a -2 power penalty until the start of your next turn. Increase to Strength +4 +enhancement bonus at 13th level and to Strength +6 + enhancement bonus at 23rd level. Power (Daily): After you have hit with this weapon, but before damage is rolled, you can pump extra acid through your system. This does an additional 1d6 acid damage and reduces AC and Fortitude defense by 2 until the end of the encounter. Increase to 2d6 extra damage at 13th level and 3d6 extra acid damage at 23rd level. Heroic Enhancement: Increase the die size of your daily power to D8. Paragon Enhancement: Subtract this mutation's enhancement bonus from any acid resistance the target possesses. Epic Enhancement: When you use the daily power, you may ignore any acid resistance possessed by the target. Vestigial: You gain the at-will power. Robotic: Your built-in weapons will be made of hard ceramics or other materials that resist the acid stored inside you. This feature may have had industrial or manufacturing applications, or it may have been designed purely for battle, either before or after the Cataclysm. Appearance: Your claws, fangs, or whatever you use constantly leak a small quantity of powerful corrosive, not enough to do serious harm, but noticeable nonetheless. It is possible your skin is badly scarred and overgrown from exposure to your own body acids before you full adapted to them, or you might have slick, hard, skin that shows no sign of damage.
Blazing
Your natural weapon generates or radiates extreme heat, searing foes. Lvl 5 +1 Lvl 20 +4 Lvl 10 +2 Lvl 25 +5 Lvl 15 +3 Lvl 30 +6 Weapon: Any natural. Enhancement: Attack Rolls and Damage Rolls Critical: +1d6 fire damage per plus Charging: A character can superheat a melee weapon, granting the abilities of this mutation to the weapon he is holding; see above. He can also apply this to the ammunition for bow, crossbow, or sling.
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Power (At Will, Fire): Free Action. You ignite your natural weapon, causing it to deal fire damage. You may return it to normal as another free action. Power (Daily, Fire): After you have hit with the weapon, but before damage is rolled, you may 'turn up the heat' so to speak and increase damage dealt. This does an additional 1d6 points of fire damage and sets the target ablaze for 5 ongoing fire damage (save ends). This increases to 2d6 and 10 ongoing at 15th level and 3d6 and 15 ongoing at 25th level. Heroic Enhancement: Increase the die used by the daily power to D8. Paragon Enhancement: The daily power of this mutation gains "Aftereffect: Target takes 5 ongoing fire damage (save ends)." Epic Enhancement: Whenever you score a critical hit with this weapon, you ignore the target's fire resistance. Vestigial: You gain the at-will power at first level, but none of the other effects. Robotic: You have heat-generation units built into your weapon systems. Perhaps you were a welding 'bot in the distant past? Appearance: Your natural weapons may be literally aflame, or glow with internal heat. You may secrete a flammable chemical over your claws, or excite the atoms telekinetically. Blazing power bolts may be psychic bursts or napalm spit.
Distant
Your power bolt can reach far, slaying foes before the even realize what is attacking them. Lvl 1 +1 Lvl 16 +4 Lvl 6 +2 Lvl 21 +5 Lvl 11 +3 Lvl 26 +6 Weapon: Any power bolt. Enhancement: Attack rolls and damage rolls. Critical: +1d6 damage per plus. Property: The range of your power bolt increases by 10. Heroic Enhancement: Increase the range by an additional 5. Paragon Enhancement: Once per encounter, you may choose any square within 5 squares to which you have LOS. Your next attack using the power bolt is treated for all purposes as if it originated in that square. Robotic: Advanced targeting systems. You may have special sensors that make it easier to hit things far away, or just a more powerful emission system. Appearance: Whatever emits the power bolt may be larger, or you have obviously finer control over it. This mutation may also manifest as improved vision or other sensory apparatus.
Forked
Your power bolt manifests as multiple streams of energy. This has a number of useful, and some less-than-useful, effects. Lvl 3 +1 Lvl 8 +2 Lvl 13 +3 Lvl 18 +4 Lvl 23 +5 Lvl 28 +6
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Property: When attacking a target more than 1 size category larger than you, gain a +2 item bonus to attack rolls. When attacking a target more than 1 size category smaller than you, subtract 1 from each die of damage rolled. Power (Daily): When you hit with your power bolt, you may use your power bolt to make a basic ranged attack against a different target within 2 squares of the primary target. Heroic Enhancement: When a power or ability allows you to use your power bolt to attack multiple targets as part of a single standard action, you gain a +1 item bonus to attack rolls. Paragon Enhancement: You gain the following power: Power (Daily): Immediate interrupt. Trigger: You miss with this power bolt. Effect: You may immediately make a basic ranged attack using this power bolt against the same target. Epic Enhancement: Once per encounter, when you use this power bolt as part of an at-will attack power, you may select an additional legal target for the attack. This target must be within 5 squares of at least one other chosen target. Robotic: Rapid-Fire Emission Systems. You fire a volley of smaller blasts instead of one big one. Appearance: The power bolt manifests as several smaller bolts, all streaking more-or-less towards the same target. This can be a flock of small fireballs, bolts of lightning twining around each other, an echoing burst of sonic damage, and so on. Against larger targets, several of the small bolts will hit simultaneously, while, against smaller targets, many will harmlessly dash against the ground.
Freezing
Your natural weapons are as cold as your bitter, loveless, heart. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Weapon: Any natural. Enhancement: Attack Rolls and Damage Rolls Critical: +1d6 cold damage per plus Charging: A character can coat a melee weapon in ice, granting the abilities of this mutation to the weapon he is holding; see above. He can also apply this to the ammunition for bow, crossbow, or sling. Power (At Will, Cold): Free Action. You focus for a moment, and your claws or quills turn to ice, causing them to deal cold damage. Another moment's thought (Free Action) can turn them back. Power (Daily, Cold): After you have hit with this weapon, but before damage is rolled, you may enhance the damage. Saying "Chill out, dude!" when you do this is recommended but not required. This does an additional 1d8 points of cold damage and the target is slowed until the end of your next turn. Increase to 2d8 at level 13, and the target is slowed (save ends). Increase to 3d8 at level 23, and the target is immobilized (save ends).
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Heroic Enhancement: When you roll a critical hit using this weapon, the target cannot shift until the end of your next turn. Paragon Enhancement: The daily power of this mutation gains "and target takes 5 ongoing cold damage (save ends)". All effects caused by this power are ended by a single save. Epic Enhancement: Once per encounter, when you hit with this weapon, you may choose to turn the area in a Burst 1 around the target into difficult terrain, which does not affect you. This lasts until the end of your next turn. Vestigial: You gain the at-will power at first level, but none of the other effects. Robotic: Liquid N2 Emitter. Small tanks of liquid nitrogen provide the source of power for this type of gear. Such modifications were common on emergency services models. Appearance: Your natural weapons may be sheathed in frost and ice, or made of solid crystal, or just have a small haze of condensing moisture surrounding them. Power bolts can be cryokinetic waves, or perhaps you can condense iceballs out of the air and hurl them at your foes.
Electrified
Let me see.... this is shocking? Uhm... you're really charged up? Maybe a Ben Franklin joke? Eh, I got nothing. Lightning powers! What more do I need to say, here? Lvl 4 +1 Lvl 19 +4 Lvl 9 +2 Lvl 24 +5 Lvl 14 +3 Lvl 29 +6 Weapon: Any natural melee. Enhancement: Attack rolls and damage rolls. Critical: +1d6 lightning damage per plus. Charging: A character can electrify a melee weapon, granting the abilities of this mutation to the weapon he is holding; see above. He can also apply this to the ammunition for bow, crossbow, or sling. Property: You get a +2 item bonus to Intimidate checks against robots. Power (At Will, Lightning): Free action. You can focus for an instant, your natural weapons become encircled with crackling streams of energy. This can be damped down as a free action. Power (Daily, Lightning): After you have hit with this weapon, but before damage is rolled, you may enhance the damage. This does an additional 1d8 points of lightning damage and all enemies adjacent to the creature take either your Constitution modifier or your Intelligence modifier in lightning damage (choose the attribute when this mutation is selected) . Increase to 2d8 at level 13, and the target is dazed (save ends). Increase to 3d8 at level 23, and the target is stunned (save ends). Heroic Enhancement:(Minor Action) Once per encounter, you can grant your natural weapon or a "charged" melee weapon Reach 1 until the end of your next turn. Do this only when the weapon's damage type has been changed to "Lightning". Paragon Enhancement: (Free Action) Once per encounter, when you hit with this mutation, you may do your Constitution or Intelligence modifier lightning damage to any enemies adjacent to the creature you just hit. Choose the controlling attribute when this feat is selected.
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Epic Enhancement: When you use the Daily power of this mutation, the additional damage affects all enemies in a Burst 2 around the target and they grant combat advantage (save ends). Vestigial: You gain the At-Will power and the Property. Robotic: Power Discharge Systems. Because robots tend to be vulnerable to electricity, this function was common if it was expected there would be hot 'bot-on-'bot action. It can also be a consequence of some poor engineering work, leaving exposed wires. Appearance: You may be surrounded by a small static field, so that people's hair stands on end when near to you. Small sparks may fly from your body. When active, this mutation is quite dramatic, as small bolts of energy, often brightly colored purple or green, dance around your claws or sometimes fangs.
Impacting
When you slam an enemy with your horns, they go flying. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Weapon: Horns, Sledgehammer Fists Enhancement: Attack rolls and damage rolls. Critical: +1d6 damage per plus, and target is pushed 1 and knocked prone. Property: When you Bull Rush someone, you may add this weapon's enhancement bonus to your attack roll. Power (Daily): When you hit someone with a power which causes a push effect, using any melee attackiv, you increase the distance by 1. This increases to 2 at 13th level and to 3 at 23rd level. Heroic Enhancement: When you bull rush someone and hit, you may also make a basic melee attack against them, using this weapon. This attack roll is made and resolved before the target is moved. Paragon Enhancement: When you bull rush someone and hit, you may also make a second attack roll against an adjacent target. If that attack roll hits, you may push the target 1 square. If you choose this option, you will grant combat advantage until the start of your next turn. Epic Enhancement: Whenever you charge an opponent and hit, you may push them 1 square after the damage is resolved. Vestigial: When you score a critical hit when attacking with this weapon, the target is pushed 1 and knocked prone, but takes no additional damage. Robotic: Gravitic Focuser. Some robots have sledgehammers or mace-like appendages which work as weapons. Yours contains a small power supply and gravitic pulse system that greatly increases weight at just the right moment. Appearance: You have grossly oversized horns or metal fists, which are heavily reinforced.
Impaling
Well, he won't be going anywhere for a while. Lvl 5 +1 Lvl 10 +2 Lvl 20 +4 Lvl 25 +5
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Power (Daily):Free action. Use this power after you have hit with this natural weapon. The target is immobilized so long as you are adjacent to it. Heroic Enhancement: After you are no longer adjacent to the target, it remains immobilized until the end of its next turn. If you become adjacent again after moving away, the target still ceases to be immobilized at the end of its next turn. Paragon Enhancement: Once per encounter, as a free action, you may slow a target you have hit with this mutation. This does not expend the daily power. Epic Enhancement: If you hit more than one target with a single melee attack power, you may use this mutation's daily on all of them. Vestigial: You may use this mutation's daily power to slow a target. In addition, you get the bonus to critical damage. Robotic: Killer spikes have all sorts of practical, non-violent, applications, such as enhanced stability, trash collection, and skewering pesky meatbags who don't know their place. Hmm. One of these things is not like the other. Appearance: This mutation may manifest as long bony spikes which can shoot out and pin nearby targets to the ground, or raking claws that can sever tendons and cause extreme pain, or even a seemingly unrelated effect, such as twisting vines growing from the ground or ice forming around an opponent's feet.
Jagged
Your claws or teeth are terribly serrated, causing horrid wounds. Lvl 2 +1 Lvl 17 +4 Lvl 7 +2 Lvl 22 +5 Lvl 12 +3 Lvl 27 +6 Weapon: Claws, Teeth Enhancement: Attack Rolls and Damage Rolls Critical: +1d8 damage per plus Property: Any critical hit with your natural weapon does ongoing 5 damage, save ends. Increase to ongoing 10 at level 12 and ongoing 15 at level 22. Power (Daily): Free Action. Use this power after you have hit a creature with this weapon. The creature takes ongoing 5 damage (save ends). Increase to ongoing 10 damage (save ends) at level 12 and ongoing 15 damage (save ends) at level 22. Heroic Enhancement: Gain a +2 feat bonus to damage rolls made with this weapon. Paragon Enhancement: Saves against the ongoing damage from this attack are made at -2. Epic Enhancement: You score critical hits with this weapon on a 19-20.
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Large
Your weapons are just bigger than anyone else's. That's enough. Lvl 1 +1 Lvl 16 +4 Lvl 6 +2 Lvl 21 +5 Lvl 11 +3 Lvl 26 +6 Weapon: Any natural weapon Enhancement: Attack Rolls and Damage Rolls Critical: +1d8 damage per plus Property: Your natural weapon gains a +1 item bonus to damage. Heroic Enhancement: Gain a +2 item bonus to damage against targets at least 1 size category smaller than yourself. Paragon Enhancement: If you wish, as a minor action, you may gain Reach 2 with your natural weapons, at the cost of granting combat advantage. You retain both traits until the end of your next turn. Epic Enhancement: Gain Reach 2, without granting combat advantage. Robotic: Size matters. It's possible you were built this way, or maybe your oversized weapons are trophies you took in combat. Appearance: Your claws, fangs, horns, or whatever are greatly outsized.
Precise
Your claws are especially long and thin, and your control over them is perfect. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Weapon: Any natural or robotic weapon which counts as a light blade. Enhancement: Attack Rolls and Damage Rolls Critical: +1d8 damage per plus Property: When you do sneak attack damage with this weapon, add a +2 item bonus to the damage done. Power (Daily): Once per day, you may use this weapon to inflict your sneak attack damage, even if you otherwise would not be able to do so. This does not allow you to inflict it more than once per turn. Heroic Enhancement: When attacking with this weapon, you may subtract this weapon's enhancement bonus from any applicable damage resistance. Paragon Enhancement: When an enemy grants combat advantage to you, gain a +1 item bonus to attack rolls when attacking with this weapon.
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Epic Enhancement: Once per encounter, when you miss by 3 or less when attacking with this weapon, you may reroll the attack. Vestigial: You gain the property, adding a +1 item bonus to damage. Robotic: These weapons could be a sign you were built for fine engineering or even artistic work, or that you're an assassination droid, or perhaps both. Appearance: Your natural weapons are smaller and sharper than most, and you control them with eerie grace.
Poisonous
Your weapons drip with a toxic venom. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Weapon: Any natural melee Enhancement: Attack Rolls and Damage Rolls Critical: +1d6 poison damage per plus Charging: A character can cause his venom to drip over a melee weapon, granting the abilities of this mutation to the weapon he is holding; see above. He can also apply this to the ammunition for bow, crossbow, or sling. Property: You gain poison resistance equal to half your level. Power (Daily): Use this power when you hit with the natural weapon. You make a secondary attack of Strength or Dexterity +2 vs. Fortitude, increasing to Strength or Dexterity +4 at level 13 and Strength or Dexterity +6 at level 23. If you hit, you do 5 ongoing poison damage (save ends). Increase to 10 ongoing at 13th level and 15 ongoing at 23rd level. You must choose to use Strength or Dexterity when this mutation is selected. Heroic Enhancement: Your critical damage increases to +1d8 poison, or you also slow the target (save ends) on a critical. Paragon Enhancement: When attacking with this weapon, you may subtract this weapon's enhancement bonus from any poison resistance the target may possess. Epic Enhancement: You score a critical hit with this weapon on a roll of 19-20. Vestigial: You gain the property and critical effects. Robotic: Many medical units had systems designed to inject patients with appropriate drugs. Swapping out "regenerex" for "cyanide" wasn't difficult, or maybe there's just a bug in your synthesis unit. If so, how many people did you kill before discovering the mistake? Did you like it? Would you do it again? Appearance: It is usually obvious that your natural weapon is poisoned. You probably have the bright coloration typical of venomous creatures.
Rending
Your natural weapons can gouge huge chunks of flesh, if you hit just right. Lvl 2 Lvl 7 +1 +2 Lvl 17 +4 Lvl 22 +5
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Robotic: So you've got a buzzsaw hand that's got synthetic diamond coating and monomolecular edges. Just keep telling everyone you're a lumberbot. They'll believe you. Or else. Appearance: Your natural weapons are preternaturally sharp.
ARMS MUTATIONS
These mutations occupy the "Arms" slot as per the standard 4e rules, and usually provide some sort of offensive or defensive benefit. Arms mutations fall into three distinct types, and are thus slightly more complex than other mutation slots.
Arm Mutation
This type has no special marker or note. An arm mutation simply grants the noted properties and abilities. A mutant with an arm mutation cannot use a shield.
Shield Mutation
These mutations are marked (Shield) and act as hand-held shields do, granting a shield bonus to Armor Class and (usually) Reflex, as noted in the description of each mutation. A character who has chosen a shield mutation may choose to also take a Shield Enhancement mutation. This is an exception to the general rule of no more than one mutation per slot. A mutant with a shield mutation cannot use a normal shield, a twohanded weapon, or an off-hand weapon. Shield mutations which are equivalent to light shields impose a -1 penalty to Strength, Dexterity, and Constitution based skills, unless the character is proficient in light shields, in which case there is no penalty. Shield mutations which are equivalent to heavy shields impose a -3 penalty to Strength, Dexterity, and Constitution based skills, unless the character is proficient in heavy shields, in which case there is a -2 penalty. A character with a shield mutation equal to a heavy shield can spend a minor action to adjust his stance and posture to allow him to use his hand to hold small items, manipulate objects, and so on. This temporarily reduces any shield bonus to +1. A second minor action restores it to the normal +2.
Shield Enhancement
Shield Enhancement mutations add additional properties and/or powers to an existing shield. Only one such enhancement mutation may be selected.
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side of allowing rather than disallowing. No set of rules can substitute for intelligent and rational evaluation and discussion between player and game master, and when that fails, remember: The DM has the Viking Hat.
Adrenal Sacks
You possess supplemental adrenaline glands which can add power to a straightforward attack. The red rage caused by using these glands makes it impossible to perform more sophisticated maneuvers while they are pumping. Lvl: 3 Property: When you make a Melee basic attack, you gain an item damage bonus based on this mutation's level, as follows: Level Bonus Level Bonus 3 2 18 5 8 3 23 6 13 4 28 7 Heroic Enhancement: Increase all damage bonuses by 1. Paragon Enhancement: When you score a critical hit with a basic melee attack, you may add 1/2 of this power's damage bonus to the total damage done. Epic Enhancement: Choose an encounter power with the melee keyword. Once per day, you may add this mutation's damage bonus to that power's damage rolls. You may change the chosen daily power when retraining. Vestigial: You may add a plus 1 item bonus to the damage of a Melee basic attack. Robotic: Offensive power surge. You can cause a sudden increase in power when you strike. Appearance: This mutation may be purely internal, or you may have massively distorted arm muscles that bespeak great strength. When making a basic attack, you may howl fiercely or simply grunt with exertion.
Agony Tendrils
There are small, dangling, filaments growing from your arms. When you tear open an opponent, they move with their own will and briefly tap into his nerves. His screams echo beautifully. Lvl: 7 Power (Daily): Free action. Use this power when you hit with a melee attack. The target grants combat advantage and cannot regain hit points (save ends both). At 17th level, the target cannot regain hit points until the end of the encounter. At 27th level, you also gain hit points as if you had spent a healing surge. Vestigial: When you score a critical hit, the target cannot regain hit points until the end of your next turn. Heroic Enhancement: When you score a critical hit with a melee attack, the target takes 1d6 psychic damage. Paragon Enhancement: When you score a critical hit with a melee attack, the target takes 2d6 psychic damage and is slowed (save ends). Epic Enhancement: When you score a critical hit with a melee attack, the target takes 3d6 psychic damage and is dazed until the end of your next turn. Robotic: Neural stimulation cables. There's no such thing as "torture bots". Everyone knows such things were banned by the Ancestors. You've simply modified some harmless interface connections to help you survive in this dangerous world. Really.
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Appearance: This power may manifest as raw nerves hanging from your arms and wrists, barbed spurs that shoot from your fingertips, or strangely wriggling tentacles growing out of your forearms and shoulders.
Black Thumb
Since the Cataclysm, plant life has developed something of an attitude. You, however, will not end up as a walking salad's entre. Lvl: 4+ Property: You gain a +1 item bonus to Armor class and Fortitude defense against attacks by plants. This increases to +2 at level 14 and to +3 at level 24. Power (Daily): Immediate reaction. Trigger: You hit a plant with a Melee attack. Effect: The target is weakened until the end of your next turn. Heroic Enhancement: You gain the same item bonus to your Reflex and Will saves against attacks by plants as you do to your AC and Fortitude saves. Paragon Enhancement: When you score a critical hit on a plant, add 2d6 to the damage done. Epic Enhancement: All plants adjacent to you suffer a -2 to all defenses. Vestigial: You may gain the property of this mutation during a single encounter. You must decide to activate it when initiative is rolled. Special: Just in case anyone was going to argue about it, it is perfectly acceptable for mutant plants to possess this mutation. Robotic: Herbicide sprayers. Gardening and farming robots often had this sort of thing. Appearance: This mutation often appears as a dark and festering skin condition, looking vaguely rotted. It may also appear as an energy field, or simply manifest as an odor of rotting plants.
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Robotic: Secondary defensive plating. Some robots have shields for combat, others for protection in hostile operating environments. Appearance: This mutation may appear as turtle-like plates over part of your body, patches of hard bark, rocky growths, shell or bone plating, crystalline armor, or just about anything else which evokes the concept of "don't hit".
Disruptive Field
Your limbs pulse with strange energies. Some scavengers call you accursed. You've heard rumors that the iron men who used to harass your community have given you the title Blooscrean, which means "killer". You like that.
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Property: You gain a +1 item bonus to Armor class and Reflex defense against attacks by robots. This increases to +2 at level 14 and to +3 at level 24. Power (Daily): Immediate reaction. Trigger: You hit a robot with a melee attack. Effect: The target is dazed until the end of your next turn. Heroic Enhancement: You gain the same item bonus to your Fortitude and Will saves against attacks by robots as you do to your AC and Reflex saves. Paragon Enhancement: When you score a critical hit on a robot, add 2d6 to the damage done. Epic Enhancement: All robots adjacent to you suffer a -2 to all defenses. Vestigial: You may gain the property of this mutation during a single encounter. You must decide to activate it when initiative is rolled. Robotic: Anti-robotic defensive array. Appearance: Usually, a field of pulsing blue energy that may appear all over the body, but tends to be focused along the arms when in combat. The field can be damped down almost to imperceptibility if desired. Technological objects near the character sometimes show odd or quirky behavior, but nothing that has a significant impact.
Spikes
Rows of curved spikes line your arms, eager to be driven into the throat of a nearby foe. Lvl 1
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Property: When you have combat advantage and hit with a Melee attack, you may add +2 to the damage. Increase to +4 at 11th level and +6 at 21st level. At 5th level, gain the following: Power (Encounter): Use this power after you have scored a critical hit with a Melee attack. The target takes 5 ongoing damage (save ends). Increase to 10 at 15th level and 15 at 25th level. Heroic Enhancement: Saves against the ongoing damage done by this mutation are at -1. Paragon Enhancement: When you use this mutation's encounter power, a second adjacent enemy takes damage equal to your Strength modifier+1/2 your level. Epic Enhancement: While taking ongoing damage from this mutation, an enemy is also slowed. Robotic: As with spiked armor, robots often either had these enhancements due to a combat role, or had them added later to improve survivability. Appearance: The spikes may be bony protrusions, sharp thorns, cactus needles or quills, shards of organic metal or ice, or anything else basically pointy. Webbing joining them together is also cool.
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Appearance: This is a field of mental force, which is always active. Unlike some psionic powers, it is quit visible, usually as a glowing sheen of energy which appears on your body in response to danger. It can also manifest as crystalline planes of force which flicker into seeming solidity when attacked, or even a sudden growth of silvery metal that appears at the point of impact. Because the field is composed of a type of energy (even if it's generated by cells in your skin, if you wish), it slightly disrupts mental attacks and reinforces your sense of self, increasing your Will defense.
FOOT MUTATIONS
These mutations, as one might guess, then to impact speed and mobility. It is not necessarily the case they actually involve mutant feet, though that is usually the most likely explanation. Players should feel free, as always, to flavor text these mutations as they see fit, but even if you gain heightened speed due to propellers growing out of your back, the rules for using foot-slot tech items and gear still apply. Even robots without "feet", per se, such as wheeled or hovering robots, can equip gear which provides the same benefits.
Burst Of Speed
When you have to move, you can really move. Lvl 5+ Power (At-Will): Free action. Spend a healing surge. You may make a saving throw against any effect which slows, immobilizes, or restrains you which a save can end. Power (Encounter):As a free action, you may take a move action. In addition, at level 15, you gain a +1 item bonus to speed. At level 25, this becomes a +2 item bonus. Heroic Enhancement: If you fail the saving throw when you use your at-will power, the healing surge is not expended. Paragon Enhancement: Whenever you use the Run action, your speed increases by 3 instead of by 2. Epic Enhancement: Once per encounter, when you use the Run action, you suffer no penalties to attack or defense. Vestigial: As a free action, once per encounter, you may move 2 squares. This is not a shift. Robotic: Emergency propulsion subsystem. Appearance: This mutation often manifests as either particularly long or particularly muscular legs, sometimes with odd musculature or strange joints. It's also common among mutated animals descended from creatures known for sudden dashes, such as cougars or rabbits.
Crabfoot
Your lower legs split into a dozen jointed segments that click and clatter along the ground. You are quite good at moving over uneven terrain. On the downside, finding fashionable shoes in your size is an Epic quest. Lvl 5+ Property: During your turn, when you move, you may treat one square of difficult terrain as normal terrain. This can be used during any type of movement on your turn, including a charge, a bull rush, or a shift. This
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increases to 2 squares at 15th level and to 3 squares at 25th level. The squares do not need to be contiguous or selected during the same action. Power (Daily): Free action. You may ignore all difficult terrain during a single action this turn. Heroic Enhancement: Anytime you must make a saving throw to avoid falling prone or being forced into dangerous terrain, you get a +2 feat bonus to that save. Paragon Enhancement: The number of squares of difficult terrain you can ignore when using this mutation's property increases by 1. Epic Enhancement: When you use the Daily power, you may ignore all difficult terrain until the end of your next turn. Vestigial: You may use the property of this mutation once per encounter. Robotic: Enhanced mobility and balance algorithms. Appearance: Generally, this mutation manifests as calves and feet that terminate in multiple, independently mobile mini-legs, resembling a crab, a spider, or some other arthropod. Octopus-like tentacles or legs which terminate in a single, narrow, bladelike foot are also possible.
Defensive Blink
Your enemy misses you, mostly because you're no longer there. Lvl 6 Power (Encounter, Teleport): Immediate reaction. Trigger: You are missed by a melee attack. Effect: You teleport one square. At 16th level, you may also make a melee basic attack against the triggering source before you teleport. At 26th level, you may use an at-will melee power to make the attack. Heroic Enhancement: You may teleport 2 squares when using this mutation's encounter power. Paragon Enhancement: When you make an attack due to use of this mutation's power, you gain a +2 bonus to attack rolls and damage rolls. Epic Enhancement: You may use an Encounter melee power when you make an attack using this mutation's power. You must include the triggering source in the attack. Vestigial: You may use the Encounter power as a Daily power. Special: Regardless of the flavor text, the attack triggers on a miss -- it doesn't cause a miss. Robotic: Spacetime disruption generator. One of the most advanced bits of experimental Ancestral technology, this unique bit of machinery can twist space around you, possibly via containing a small bit of neutronium. Appearance: This power has few visible manifestations. A character with this ability may flicker for an instant when startled, or may sometimes appear slightly out of focus.
Slick
Your feet emit a lubricating fluid which can confound your foes or let you slide loose from entanglement. Lvl 2
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Property: You gain a +2 bonus on saving throws against any slowed, immobilized or restrained condition which is based on physical entanglement, such as clutching vines, sticky pools of goo, or a spear through your feet. The DM is the final arbiter as to whether or not this mutation applies. Power (Encounter): When shifting, you may ignore 1 square of difficult terrain. Power (Daily): As a minor action, you can create a close burst 1 zone of slick liquid. Any creature entering this zone or beginning its turn there must save or fall prone. The zone lasts until the end of your next turn. You are never affected by this zone. Heroic Enhancement: You may use the encounter power twice per encounter. Paragon Enhancement: The zone created by the daily power becomes a burst 2, and only affects enemies. Epic Enhancement: You may sustain the zone as a minor action, provided you are in the zone or adjacent to it. Robotic: Frictionless fluid emitters. Appearance: Typically, your legs are coated with a glistening slime that oozes out constantly, leaving small glops behind unless you're wearing very good boots. Other variants might include a mercury like silver metal, or a powder composed so such smooth particles that it acts as grease. Robots will have chemical emitters of various sorts, though some might be able to project a frictionless force field.
Suction Feet
Once your feet grasp the ground, they don't let go. Lvl 7 Power (Daily): Immediate interrupt. Use this power when you are subject to forced movement and are in contact with a solid surface. You negate that forced movement. At 17th level, you may use this as an encounter power. Heroic Enhancement: Once per encounter, you may reduce any forced movement by 1. Paragon Enhancement: If you are hit by a melee attack which includes forced movement, and you negate that movement, you may make a melee basic attack against the source of the attack. Epic Enhancement: Any time you are missed by a charge or bull rush, you may slide the attacker 1 square. Vestigial: You may negate one square of forced movement using the daily power. Special: If you have another mutation which negates or reduces forced movement, such as increased density, you may use either power as appropriate within their respective limits, but they do not add or stack. Robotic: Positional stability device. This can be suction feet, microjets that keep you in position, or really heavy treads. Appearance: This power may manifest as large suction-cup feet, multiple legs which provide added stability or balance, extreme weight or increased body density, or even a psionic force holding you to the ground.
Temporal Acceleration
For a few brief instants, your body accelerates insanely, letting you duck, weave, and dodge as if the rest of the world is standing still. Lvl: 8+
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Power (Daily) Immediate Interrupt. Use this power when you are hit by an attack which targets Reflex. You gain +4 to your Reflex defense until the end of your next turn. Heroic Enhancement: Once per day, when you act during a surprise round, you may take a minor action in addition to your standard action. Paragon Enhancement: Once per encounter, as part of a move action, you may shift 1 square. This square counts against your total movement. Epic Enhancement: Once per encounter, when you are targeted by an area power, you may shift 1 square, but only if doing so removes you from the area of the power. Vestigial: You may use the daily power, but gain only a +2 bonus. Robotic: Overclocked. You can shift everything into high gear when you have to. Appearance: At times you seem to flicker in and out of sync with reality, with your actions occurring briefly in anachronistic order -- you may be seen to drink from a glass and then fill it, for example.
HAND MUTATIONS
Mutations of the hand obvious affect grip, manual dexterity, and so on, but also have some unexpected uses. Please note that things like claws are covered under Natural Weapons.
Flame Generation
You can secrete an oil which ignites on contact with air, setting your weapons ablaze. Lvl: 4+ Power (Daily, Fire): Free Action. Before making a melee attack, you may activate this power. The damage type dealt by the attack changes to fire. If you hit with this attack, the target takes ongoing 5 fire damage until the end of your next turn. For the remainder of the encounter, you gain a +1 item bonus to damage rolls whenever you hit with a melee attack. This bonus damage is fire damage. At 16th level, the item bonus increases to +3 fire damage, and the initial target takes ongoing 10 fire damage (save ends). At 26th level, the item bonus increases to +5 fire damage, and the initial target takes ongoing 15 fire damage(save ends). Heroic Enhancement: You can use this power on bullets, arrows, bolts, or sling stones, changing their damage type to cold. You cannot use it on weapons which rely on UPCs for charges. Paragon Enhancement: When you score a critical hit with a weapon which has been affected by this power, add an additional 2d6 fire damage. Increase this to 3d6 at Epic tier. Epic Enhancement: Weapons you have affected with this power reduce any Resistance to fire which the target may possess by 10. Vestigial: You may use the daily power to change the damage type, but none of the other effects. Robotic: Liquid Thermite Canisters. Appearance: The default is a reddish, clear, oil that seeps from your palms, which may have obvious glands growing on them. It is also possible that you use a telekinetic organ to vibrate molecules until they radiate heat, or can spit the flaming oil onto the items you hold.
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Frost Generation
Unusual organs beneath your skin begin to pulse, and icy cold seeps out, sheathing your sword in ice. Lvl: 4+ Power (Daily, Cold): Free Action. Before making a melee attack, you may activate this power. The damage type dealt by the attack changes to cold. If you hit with this attack, the target is slowed until the end of your next turn. For the remainder of the encounter, you gain a +1 item bonus to damage rolls whenever you hit with a melee attack. This bonus damage is cold damage. At 14th level, the item bonus increases to +3 cold damage, and the initial target is slowed (save ends). At 24th level, the item bonus increases to +5 cold damage, and the initial target is immobilized (save ends). Heroic Enhancement: You can use this power on bullets, arrows, bolts, or sling stones, changing their damage type to cold. You cannot use it on weapons which rely on UPCs for charges. Paragon Enhancement: When you score a critical hit with a weapon which has been affected by this power, add an additional 2d6 cold damage. Increase this to 3d6 at Epic tier. Epic Enhancement: Weapons you have affected with this power reduce any Resistance to cold which the target may possess by 10. Vestigial: You may use the daily power to change the damage type, but none of the other effects. Robotic: Cryonic generation circuits. Robots with built-in weapons would probably just take liquid N2 emitter (freezing), but robots which use other weapons can benefit from this bit of specialized gear. Appearance: The cold generating organs may be clearly visible, or this may be a more psionic/cryokinetic type power. When in use, cold mist will form around you and your weapon will clearly be ice-covered.
Healing
Not only does this mutation assist you in treating fallen allies on the battlefield, it gives you an amazing pick-up line. Lvl: 5+ Property: You gain an item bonus to Heal checks, as follows: Level 5 10 15 Bonus +2 +3 +4 Level 20 25 30 Bonus +5 +6 +7
Power (Daily, Healing): When you use a power with the Healing keyword on an adjacent target, the target gains 1d6 additional hit points, increasing to 2d6 at 15th level and 3d6 at 25th level. Power (Encounter, Healing): Beginning at 20th level, you may take a minor action to grant an adjacent ally or yourself an immediate saving throw against any one condition a save can end. They get a +2 bonus to this save. Heroic Enhancement: When you use a power which grants a saving throw to an adjacent ally, he gains a +1 item bonus to that save.
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Paragon Enhancement: Once per encounter, when an adjacent ally spends a healing surge, they heal additional hit points equal to this mutation's bonus to heal checks. Epic Enhancement: As a minor action, you can touch an adjacent dying creature. The creature may spend a healing surge; if it has none, it heals to 1 hit point. Vestigial: You gain a +1 item bonus to Heal checks. Robotic: Medical equipment. This form of specialized gear represents a wide range of possible items, including training, built-in surgical tools, and sonic fields that enhance cell growth. Appearance: Healing hands can sometimes appear as a soothing glow that surrounds the flesh as you work, or you might sprout thousands of writhing cilia that ooze regenerative chemicals. Another possibility is that your hands become wounded and bloody as you heal a friend, then regenerate when the work is done.
Leechpalms
It's OK that no one wants to shake hands with you. Or let you hug them. Or, really, even look at you unless you've got gloves on. It's cool. You don't need them. Lvl: 6+ Property: Whenever you score a critical hit with a melee attack, you heal 2 points of damage, increasing to 4 at 16th level and 6 at 26th level. Power (Encounter, Healing) Minor action. After you use this power, the next time you hit a target creature with an unarmed melee attack before the end of your next turn, the target takes an additional 1d6 points of damage and you heal 1d6 points. This increases to 2d6 at 16th level and to 3d6 at 26th level. Power (Daily, Healing): Make an unarmed melee attack against Reflex defense. If you hit, you do not deal normal damage. Instead, the target loses a healing surge, and you heal hit points equal to your surge value. You may use this power as an Encounter power at 16th level. At 26th level, heal your surge value plus your Constitution modifier. Heroic Enhancement: Increase damage done and healed by the encounter power to d8 instead of d6. Paragon Enhancement: Instead of being healed when you use the encounter power, you may instead make an immediate saving throw at +2 against any one ongoing effect a save can end. Epic Enhancement: You may apply the healing effects of either the encounter or daily powers to an adjacent, willing, ally as a free action, instead of to yourself. Vestigial: You gain the property as written. At 3rd level, you may use the encounter power as a daily power, doing 1d4 damage and healing 1d4 damage. Robotics: Lifeleech connection. Scavengers have made good use of the Ancestor's "lifeleech" technology; why shouldn't you? When you heal with this power, you're draining an enemy's vitality to amp up your own internal repair mechanisms. Appearance: Your palms or fingertips contain sharp-toothed, gaping, blood-hungering mouths, or tiny stinging cilia, or pulsing suckers, or other vile adornments.
Phasing
A simple act of will, and your hands become as air, ghostly echoes of flesh.
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Property: You can reach through solid objects! You can reach up to your wrist, and grab and hold small items, those which can easily be held in one hand, up to the size of a small dagger, weighing no more than a pound at most. You gain an item bonus on Thievery checks to pick pockets or disable traps, as follows: Mutation Level 4 9 14 Bonus +3 +4 +5 Mutation Level 19 24 29 Bonus +6 +7 +8
The possibilities of this ability are highly variable, and the DM should adjudicate what can and cannot be done with it, remembering that you cannot see into solid objects or through a wall. Power (At Will) Minor Action. Your melee attacks ignore the insubstantial property, but do half damage against creatures without that property. A second minor action reverses this. Power (Daily) Free action. Use this power after you have hit with a melee attack. You partially solidify your hand in your target, causing extreme pain. The target takes an additional 2d6 psychic damage, increasing to 4d6 at level 14 and 6d6 at level 24. In addition, if you choose to expend a healing surge, the target is stunned (save ends). If your melee attack hit more than one target, you choose which target this power applies to. Heroic Enhancement: Once per encounter, when you make a melee attack which targets Armor Class, you may target it against Fortitude instead. Paragon Enhancement: When you score a critical hit with a melee attack, you do an additional +1d6 psychic damage. Epic Enhancement: When you score a critical hit with a melee attack, the target is dazed until the end of your next turn. Vestigial: You may use the property once per encounter. Robotic: Vibrational attunement device Appearance: When inactive, this power normally has no manifestation, though you may have unusually pale, almost translucent, skin. When active, it is obvious that your hands are ghostlike. This power may work by partially shifting your hands into another dimension, or vibrating your hands so fast they pass between atoms, or perhaps you telekinetically shift atoms out of your way.
Portal Palms
Coin? What coin? I don't see any coin here... Lvl: 2+ Property: You have the ability to teleport small objects from your hands to an extradimensional pocket and then recall them at will. Placing an item into the pocket is a free action; recalling it is a minor action. Only one item can be placed or recalled per turn. Time does not pass within this pocket.1 This pocket is a cubic foot in size and can hold up to 20 pounds. Any items to be placed into it must be able to be comfortably held in one hand. Living creatures must be willing or helpless (and very small), and are placed into stasis when they enter
1
If I have to explicitly spell out how handy this can be for, say, live grenades, lit matches, or other such things, gaming as I knew it is dead.
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the pocket. (They can take no actions, they have no perception, no ongoing affects or conditions apply, etc.). You also gain an item bonus to Thievery checks to hide or conceal objects, or to pick pockets, as follows: Mutation Level Bonus Mutation Level Bonus 2 +3 17 +6 7 +4 22 +7 12 +5 27 +8 Vestigial: You may only place one item within the pocket. Heroic Enhancement: With a flick of your wrist, you can send an item hurling out at considerable speed. So long as you have "ammunition" stored up, you are considered to have a built-in sling. The first time in an encounter that you use this ability, your target is considered to grant you combat advantage due to surprise. This can only be done if your hand is empty. Paragon Enhancement: Storage space is doubled. In addition, you gain the following power: Power (Daily): Minor Action. Make an unarmed attack of Dexterity vs. Reflex. Add the Thievery bonus granted by this mutation to the attack roll. If you hit, do 1d8+Dexterity modifier damage and target is at -2 to all defenses until the end of your turn. Epic Enhancement: Storage space is doubled again, to 4 cubic feet and up to 80 lbs. By spending a healing surge, you can place any item which you can hold in both hands and which will fit within the limits of the pocket. Recalling this item does not require a healing surge. Robotic: Gallifreyan storage unit. Appearance: This mutation has few visible signs when not actively being used. When inserting or retrieving items, there may be some kind of telltale flicker, shimmer, distortion, "pinging" noise, and so on. Detecting this "signature" is part of the general roll to detect the act of thievery itself, unless someone is watching explicitly for it; in that case, the DC is equal to the mutant's passive Bluff check.
Twisting Grip
Your wrists allow your hand to rotate a full 360 degrees, and your fingers are multijointed. Your ability to manipulate small objects is unparalleled. Stage magician and masters of 3-card Monte alike envy you. Lvl 5+ Property: You gain a +2 item bonus to Thievery checks, increasing to +4 at 15th level and +6 at 25th level. Property: You gain a +2 item bonus on rolls to maintain a grab. Power (Encounter) You can perform a Thievery (sleight-of-hand) check as a free action. Vestigial: You have a +1 item bonus to Thievery checks and may use the Power as a Daily Power. Heroic Enhancement: Once per encounter, you may seek to escape a grab as a minor action. Paragon Enhancement: You gain the same item bonus to Acrobatics checks as you do to Thievery checks. In addition, you do not fall from a Climb check unless you failed by 10 or more. Epic Enhancement: When wielding a light blade or claws, you score a critical hit on a 19-20. Once per encounter, if you roll a natural 1 on a melee attack roll while wielding a light blade or claws, you may immediately make a melee basic attack against the same target you just missed. Robotic: Ball-joint manipulators
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Appearance: Your hands and wrist are clearly altered from the humanoid norm. Your fingers may be long and agile, multijointed, or wriggling cilia.
HEAD MUTATIONS
Mutations of the brain and senses occupy this slot. Such mutations often include new neural lobes specialized towards particular skills, or special sensory organs. In addition, some forms of mental power are included here. Robots with specialized gear in this slot usually contain specialized computer processors or unique software.
Bestial Lobe
Lvl: 1
This section is one where many of the powers differ somewhat from typical magic items of the same slot. First, this is due to the fact that skill bonuses, etc, are better modeled as Heritage Mutations, and since players have free reign to pick them, someone who wants +2 Perception, or whatever, will get it. Second, while items come and go, mutations are intended to be forever, barring some exceptional circumstances or an investment of resources, so most of the abilities scale with level. Some which may seem weaker standing alone are balanced on the assumption they'll be picked by characters with a powerful synergistic use for them, such as rogues choosing reactive instinct or defenders (who tend to get mobbed) choosing third eye. There are no "traps" here -- the abilities are intended to be always useful in typical adventuring situations -- but some are more useful to some characters than others, as it should be. This is not Harrison Bergeron: The RPG.
A part of your brain is feral and wild, granting you an instinctive understanding of the ways of animals.
Property: You gain a +4 item bonus on Nature checks involving Beasts, such as Handle Animal. Any creature you use as a mount gains a +1 to all defenses while you are mounted. The Nature check bonus increases to +6 at 12th level and to +8 at 22nd level. Power (Daily): Immediate interrupt. Trigger: You are included in an attack by a Beast. Effect: The beast alters the target(s) of its attack so that you are no longer included. If there are no other targets, the Beast must choose another action. The attack is not expended. Heroic Enhancement: You are not penalized for not speaking the "language" of any Beast you attempt to Intimidate. You also gain a +1 to Armor Class and Reflex defense against attacks made by bloodied beasts. Paragon Enhancement: You may make opportunity attacks against Beasts which shift. Epic Enhancement: You may use the Daily power as an encounter power. Robotic: Nonsentient Behavioral Programming. This form of specialized gear is often found in robots who worked with animals, such as wilderness tenders, vet-bots, and zookeepers. Appearance: This mutation may be a purely mental one, or it may have physical manifestations, such as a distinctly primitive or atavistic appearance, or animal-like traits. (A mutant animal with this mutation may be especially wild seeming, for example.) Special: This power applies only to Beasts, not to Mutant Beasts or Magical Beasts. (A Beast with the (mutant) keyword is still a Beast.)
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Mentamorph
You can't really look like the other guy, but you can think like him. This has a number of useful advantages. Lvl: 3 Property: Gain a +2 item bonus on Bluff checks, increasing to +4 at 13th level and +6 at 23rd level. Power (Daily): If someone makes an Insight check to penetrate your Bluff check, and you do not like the result, you may force them to reroll it. Power (Encounter): Immediate reaction. Trigger: Someone charges you. Effect: You may shift 1 when they end their charge and before they make their attack. Heroic Enhancement: Once per encounter, as a free action, you may make an Insight check against an enemy's Will defense. If you succeed, you gain a +2 to all defenses against the next attack he makes which includes you. This bonus lasts until the end of your next turn. Paragon Enhancement: You gain a bonus to Insight checks made to understand "local" languages, as per the rules on page 351. In addition, once per encounter, when you are included in a power which has the Area and Psychic keywords, you may become an "ally" of the source of the attack for purposes of determining if the attack affects you. Epic Enhancement: Once per day, when you take psychic damage from an attack, you gain Resist 5 (Psychic) against all future attacks from the same source. This lasts until the end of the encounter. Vestigial: Gain a +1 item bonus on Bluff checks. Robotic: Advanced Social Adaptability Protocol Appearance: This power manifests more in behavior than physical form. You instinctively mimic accents and body language, and finish other people's sentences for them. Sometimes, this power is focused through antennae, strange hairlike tendrils, or other weird things.
Multiple Lobes
Your brain has several additional chunks of tissue, that reinforce normal mental structures and shift other thought processes to regions not easily targeted by mental attack. Lvl: 5+ Property: Gain a +1 item bonus to Will defense, increasing to +2 at 15th level and +3 at 25th level. Power (Daily) Immediate Interrupt. Use this power when you are hit by an attack which targets Will. You gain +4 to your Will defense until the end of your next turn. Heroic Enhancement: You may sustain this power for an additional turn as a minor action. You may only do this once per encounter. Paragon Enhancement: If the triggering attack still penetrates your Will defense, you take half damage. Epic Enhancement: Once per day, if this power is expended and you are bloodied, the daily power recharges. If you use it before the end of the encounter, it does not count against your daily power uses. Vestigial: Gain a +1 bonus to Will defense for one encounter, declared when you roll Initiative. Robotic: Crystalline circuits: Your mind interfaces with specially grown and structured crystals which react differently to mental assault than normal robotic AI systems.
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Appearance: This is the classic "big head" mutation, often manifesting in asymmetric brain growths, or sometimes brain tissue visible through a transparent carapace.
Oversized Ears
Some say you are the avatar of P'row, the ancient god of False Hope. Others say you could fly, if you only tried. You just know you can hear even the softest footfalls. Lvl: 1 Property: You have a +2 item bonus on Perception checks, increasing to +4 at 11th level and +6 at 21st level. Power (Daily, Stance):Minor action. If a hidden creature moves within 5 squares of you, you know the square they are in and may react (such as taking opportunity actions) as appropriate. If the creature is adjacent to you, you take no penalty due to concealment. While this stance is active, you gain Vulnerability 5 (Thunder). At 16th level, this power becomes an Encounter power. Heroic Enhancement: If a creature with partial concealment moves more than half their speed, they gain no concealment benefit to defenses against your attacks until the start of their next turn. Paragon Enhancement: You do not gain any vulnerability to Thunder damage when you use this mutation's daily power. Epic Enhancement: You gain Tremorsense 3. Robotic: Enhanced auditory sensors. Appearance: Usually, very large ears. However, the character may have ears all over his body, or large drumlike membranes on his shoulders, or a "radar dish" like organ on his head.
Paralytic Gaze
A simple glance is all it takes to freeze your foes in their tracks. Lvl: 1 Power (Daily): Standard Action, Close Burst 10, one target in burst. Make an attack of either Int+2 or Cha +2 against Will. Effect: Target is slowed (save ends). At level 11, increase to Int+4 or Cha+4 and target is immobilized (save ends). At level 21, increase to Int+6 or Cha+6 and target is restrained(save ends). This power does not affect blind enemies. Heroic Enhancement: Saving throws made against the effects of this power are at -2. Paragon Enhancement: You may target two creatures in the burst with this power. Epic Enhancement: You may use this mutation's power as an encounter power. Appearance: The characters eyes may be particularly large and piercing, or snakelike and hypnotic. When the power is being used, some sort of dramatic particle effect, such as glowing beams or circular waves, is appropriate. Special: Choose either Intelligence or Charisma as the attack attribute when this mutation is selected.
Reactive Instinct
You always seem to know when it's time to fight. Property: You gain a +2 item bonus to initiative checks. This increases to +4 at 11th level and +6 at 21st level.
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Property: Even if you have not yet acted in an encounter, you grant no special bonuses or modifiers to powers which key off this event. Power (Daily):Immediate Interrupt. Trigger: You roll initiative and do not like the result -- even with your ridiculous bonuses. Effect: You may spend a healing surge and reroll initiative. You must take the result of the second roll. Heroic Enhancement: Allies within 5 squares of you gain a +1 bonus to their initiative checks. (When they see you getting ready to fight, so do they.) Paragon Enhancement: You do not need to spend a healing surge to use this mutation's daily power. Epic Enhancement: After determining initiative and before anyone else acts, you may take a minor action. This occurs even if you are surprised. Robotic: Combat readiness module. Appearance: This mutation can show itself by particularly twitchy or jumpy behavior. Physical manifestations are rare, but may include fine hairs which react to stress, sudden changes in skin tone, or unusual musculature to enhance speed.
Telekinesis
You can lift and manipulate objects using thought alone. This has a thousand uses around the home and office. Power (At-Will, Ranged 5) Minor Action. You can lift an object of up to 5 lbs, which is not being held or carried by an unwilling creature, and move it up to 5 squares as a minor action. Your weight limit increases to 50 lbs at 11th level and 100 lbs at 21st level. Power (Encounter): You can use your ability in a number of small ways to aid with a variety of skills. This grants a +2 circumstance bonus on a specific skill usage which reasonably benefits from this mutation. Examples include +2 on Thievery checks to pick pockets or manipulate small components, +2 on Athletics (climb) checks as you mentally support yourself, +2 on Acrobatics checks by giving yourself a small boost, and so on. You may use this power on one skill check per encounter. You may declare you are using it after you've rolled but before the results of the roll are announced. This bonus increases to +3 at 11th level and +4 at 21st level. Enhancements: If you want to focus on your telekinetic gifts, look at the Psychokinetic bloodline. Robotic: Gravitic manipulation beams Appearance: Your telekinesis normally manifests visibly, usually in the form of glowing lines of energy. You may have some other manifestation, such as pulsing veins in your forehead, glowing eyes, or full-body trembling.
Third Eye
You have eyes... well... an eye... in the back of your head. Property: You have a +2 item bonus on Perception checks. This increases to +4 at 11th level and to +6 at 21st level. Power (Daily, Stance): Minor Action. Enemies flanking you gain only +1 to hit until the stance ends. At 11th level, they gain no attack benefit from flanking you, though you are still considered to be granting Combat Advantage for other purposes. At 21st level, you do not grant Combat Advantage when flanked.
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Paragon Enhancement: When you are blinded, you suffer only a -2 to perception checks. You gain a +1 item bonus to Armor Class and Reflex defenses against ranged attacks. Epic Enhancement: Even when not using this mutation's daily power, enemies flanking you gain no bonus to hit, though you do still grant combat advantage for other purposes. Robotic: Secondary Optics Appearance: Uhm.... a third eye? In, you know, the back of your head? Alternatively, eyes in various spots on your body, an eye on an antennae which peers around, huge bulbous eyes that give wide-angle vision, or a floating "psychic eye" that orbits your head.
NECK MUTATIONS
Mutations of the neck and back have two effects: Firstly, they tend to increase non-armor defense, and second, they can provide a variety of mostly defensive powers. These mutations do not need to appear on or around the neck, but they occupy that "slot", and thus interfere with any devices which may also be placed there. Neck mutations often involve new or enhanced internal organs, making them less obviously visible.
Backup Mentality
Some people carry a spare tire. You carry a spare brain. Lvl 4 +1 Lvl 19 +4 Lvl 9 +2 Lvl 24 +5 Lvl 14 +3 Lvl 29 +6 Enhancement: Fortitude, Reflex, and Will Property: Gain Resist 5 psychic. At level 13, this increases to +10 and at level 23 it increases to +15. Power (Daily): If you have an Action Point, and are dominated, dazed, or stunned, you may spend the Action Point as a free action and immediately end the condition. Heroic Enhancement: You gain the following power: Power (Encounter): Immediate Interrupt. Trigger: You are hit by an attack with the psychic keyword. Effect: The attacker must reroll the attack. Paragon Enhancement: You do not need to spend an Action Point to use this mutation's daily power. Epic Enhancement: Whenever you suffer the dominated condition, you may choose to be dazed instead. This condition ends when the dominated condition would. Vestigial: Gain Resist 4 or Resist (Wisdom modifier) psychic, whichever is less. Robotic: RAID system. Appearance: This mutation usually causes odd bulges or growths on the head, neck, or spine. It can also show itself by someone switching voices and personalities regularly.
Blood Filtration
Your internal biology aggressively attacks poisons and other contaminant, nullifying much of their effect on you. Lvl 3 +1 Lvl 18 +4
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Heroic Enhancement: When you suffer an ongoing effect which a save can end as a result of an attack with the poison keyword, you gain a +2 on saves against that effect. Paragon Enhancement: You gain a +2 item bonus to your Fortitude and Will defenses against any attacks with the poison keyword. Epic Enhancement: You may make a saving throw against any poison effects which a save can end at the start of your turn, not the end of it. Vestigial: Gain Resist 4 or Resist (Con Modifier) poison, whichever is less. Robotic: Foreign Substance Scrubbing Device Appearance: This mutation usually has few outward manifestations, though it may cause unusual skin colors or strange reactions when the character is processing poisons out of his system.
Defensive Inflation
Sometimes, when you are attacked, you instinctively inflate for a second and shove your assailant away. If you're lucky, you'll end up married to a 1-woman orgy. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Enhancement: Fortitude, Reflex, and Will Power (Encounter) Immediate interrupt. Use this power when you an enemy moves adjacent to you. Push enemy 1 square. At 13th level, enemy is also knocked prone. At 23rd level, increase to 2 squares and the enemy is knocked prone. Heroic Enhancement: When you use this mutation's encounter power, as a free action, you may make an attack of Strength+2 vs. Fortitude against an adjacent enemy other than one which triggered the power. If you hit, push that target 1 square as well. Paragon Enhancement: You may choose to use this mutation's encounter power when an adjacent enemy makes an opportunity attack against you. Epic Enhancement: You may use this mutation's encounter power twice per encounter. Vestigial: You may use the power as a Daily. Robotic: Airbag. Appearance: This mutation can be very physical, like an expanding puffer fish, or it can manifest as a sudden burst of psychic energy.
Frozen Skin
Your skin is like ice... literally. It's slick, hard, cold, and smooth. Lvl 3 +1 Lvl 18 +4
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Power (Daily): Free action. Use this power when you are hit with a Melee attack. The creature which hit you is slowed and takes ongoing 5 cold damage (save ends both). Increase to 10 ongoing cold damage at 13th level and to 15 ongoing cold damage at 23rd level. Heroic Enhancement: Gain a +1 bonus to all defenses against attacks with the Cold keyword. This increases to +2 at 13th level and to +3 at 23rd level. Paragon Enhancement: When you use this item's daily power, you also do 5 cold damage to all adjacent enemies, increasing to 10 cold damage at 21st level. Epic Enhancement: You gain the following additional power: Power (Encounter, Cold): Immediate reaction. Use this power when you are hit by a melee attack. The attacking enemy takes 10 cold damage (not ongoing) and is immobilized (save ends). Vestigial: You gain the property. Robotic: Active Refrigeration Unit Appearance: This mutation usually manifests as slick, glassy, ice skin, but it can also be a dusting of frost, icy plates, or a palpable aura of cold. If the character also has heat producing mutations, such as searing natural armor, fire and ice may cycle across his body.
Environmental Adaptation
From the searing desert wastes of Nemex to the glacial realms of Kweb, you are comfortable and happy. Well, as comfortable and happy as anyone can be in a monster-infested radioactive wasteland. Lvl 4 +1 Lvl 19 +4 Lvl 9 +2 Lvl 24 +5 Lvl 14 +3 Lvl 29 +6 Enhancement: Fortitude, Reflex, and Will Property: You gain this mutation's enhancement bonus as an item bonus to all Endurance checks. At level 9, you also gain Resist 5 to Fire and Cold damage, increasing to Resist 10 at level 19 and Resist 15 at level 29. Heroic Enhancement: When you are bloodied, you gain Resist 2 to the damage type which bloodied you. Paragon Enhancement: If you begin your turn in a zone, starting at the end of your turn, you get a +2 item bonus to all defenses against attacks that zone makes. Epic Enhancement: You gain the following power: Power (Encounter) Immediate Reaction. Trigger: You are damaged by an attack. Effect: You gain Resist 10 to that damage type until the end of your next turn. Vestigial: You gain +1 on Endurance checks to resist harsh weather effects. Robotic: Multiple Environment Operation Protocol. Robots with this specialized gear have the ability to adjust a wide variety of internal systems and modify their configuration slightly as needed.
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Appearance: Your body quickly changes to adapt to the local surroundings. Your skin darkens in hours when exposed to bright sunlight, and turns pale in lands where the sun is dim. You gain body fat when it's cold and lose it when it's warm, along with excess body hair. You cannot control or direct these changes ; they're subconscious. Even if changing appearance takes a few hours, all game effects occur instantly.
Gasbags
Sure, drifting downwards while being held aloft by a huge organic balloon that erupts from your skin isn't very dignified, but it beats going splat. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Enhancement: Fortitude, Reflex, and Will Property: For each point of bonus, you reduce falling distance by 10 feet (2 squares). If you have multiple mutations which reduce falling distance, use the largest. Heroic Enhancement: Add a +5 bonus to all Athletics (Jump) checks. Paragon Enhancement: Once per encounter, as a minor action, you may choose to float slightly above the ground. This will allow you to not trigger any traps, zones, or effects which rely on ground pressure, such as most pit traps. While in this state, when you are subject to a push, pull, or slide effect, the source of that effect may increase the distance moved by 1. You may return to normal as a minor action. Epic Enhancement: For every two vertical squares you fall, you may slide yourself one square horizontally. Vestigial: You may reduce falling distance by 10 feet once per day. Robotic: Parachute. Appearance: By default, this mutation manifests as self-inflating bladders filled with weightless gas that automatically 'pop out' to slow your fall. The mutation may also take the form of webbed gliding skin like that of a flying squirrel, small vestigial wings, or very weak telekinetic flight.
Metabolic Stabilization
Your body has very firm ideas about what "normal" is, and tries to make sure you stay there. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Enhancement: Fortitude, Reflex, and Will Property: You gain a +1 item bonus to saves against ongoing damage. Power (Encounter): Free action. Use this power when you fail a save against ongoing damage. You may reroll the save. Heroic Enhancement: The first time in an encounter you must save against ongoing damage, you gain a +2 to the roll. Paragon Enhancement: This mutation applies to all ongoing effects a save may end, not just damage. Epic Enhancement: Whenever you roll a natural 19 or 20 on a save against an ongoing effect, you may immediately end a second effect which a save can end.
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Reflexive Camouflage
You subconsciously warp the perceptions of others, making you fade slightly from their vision. Lvl 2 +1 Lvl 17 +4 Lvl 7 +2 Lvl 22 +5 Lvl 12 +3 Lvl 27 +6 Enhancement: Fortitude, Reflex, and Will Property: Gain an item bonus to Stealth equal to this mutation's enhancement bonus. Heroic Enhancement: You may add this mutation's enhancement bonus to Bluff checks made to create a diversion. In addition, you may move up to half your speed without suffering a penalty to Stealth. Paragon Enhancement: You gain the following power: Power(Encounter): Minor action. You gain concealment against all ranged attacks made from more than 2 squares away. This last until the end of your next turn. Epic Enhancement: As long as you do not move more than half your speed during your turn, you may sustain the paragon enhancement power with a minor action. Vestigial: You may gain +1 to Stealth checks for the duration of an encounter (or for 5 minutes), once per day. Robotic: Stealth Coating
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Appearance: Obviously, this mutation doesn't announce itself. You have a reputation for not being noticed, and often startle people when you speak up, even if you're standing in plain sight; your psychic aura makes them forget you were there, for a moment. You may appear to shimmer slightly, or have one of those faces no one can quite remember.
Vibrational Resonance
Your throat contains a number of subtle modifications, causing your voice to carry a host of subsonic cues that warp your listener's minds. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Enhancement: Fortitude, Reflex, and Will Property: Gain an item bonus to Diplomacy equal to this mutation's enhancement bonus. Power (Daily): Free action. Use this power when you make a Diplomacy or Bluff check and don't like the result. You may reroll the check. You must use the second roll. Heroic Enhancement: You may add this item's enhancement bonus as an item bonus to either Intimidate or Bluff checks. (Choose when this feat is selected) Paragon Enhancement: You gain the following power: Power(Daily): Make a Diplomacy check with the DC equal to your target's Will defense. If you succeed, the target is dazed until the end of your next turn or until you attack him, whichever comes first. Epic Enhancement: You gain the following power: Power(Daily): Make a Diplomacy check with the DC equal to your target's Will defense. If you succeed, the target is dominated until the end of your next turn or until you attack him, whichever comes first. Vestigial: Gain the Property of this mutation. Robotic: Subsonic manipulation device Appearance: Your throat and neck region are very slightly inhuman, with unusual concavities and frills.
WAIST MUTATIONS
These mutations mostly cover physical durability, whether strength, defense, or healing, as well as many mutations of the lungs or internal organs.
Adaptive Defenses
You live... and your body learns. Lvl 5+ Power (Daily) Immediate reaction. Trigger: You save against ongoing acid, fire, cold, lightning, or poison damage. Effect: You may choose to spend a healing surge. If you do, you gain resist 5 to that damage type until the end of the encounter, and +2 to all defenses against powers which include that damage type in their keywords. Increase to Resist 10 at 15th level and Resist 15 at 25th level. Heroic Enhancement: The defense bonus increases to +3.
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Paragon Enhancement: You may choose to use an Action Point instead of a healing surge to activate this mutation's daily power. Epic Enhancement: After the first milestone of the day, if this mutation's daily power has been used, it recharges. Using it again does not count against your daily power uses. Special: You may choose not to spend a healing surge. If you do not, you gain the listed benefit only until the end of your next turn. Vestigial: You do not have the option to spend a surge; you get the effects noted under "Special". Robotic: Rapid Adaptability Subsystem Appearance: When this mutation is active, your body shows signs of the change -- your skin may become icy or cold to shield you from fire damage, or you may sweat out any toxins in your system, giving you a sickly sheen of poison.
Armored Underbelly
People learn to regret trying to punch you in the gut. Lvl: 5+ Power (Daily): Minor Action. You gain resist 5 Weapon damage until the end of your next turn. This increases to Resist 10 at 15th level and Resist 15 at 25th level. Heroic Enhancement: Increase the resistance to 7 at 5th level, 12 at 15th level, and 18 at 25th level. Paragon Enhancement: As a minor action, you can sustain this power for an additional turn. You may do this only once. Epic Enhancement: If you use this power, for the remainder of the encounter, any critical hit you receive from a power with the weapon keyword is treated as a normal hit for all purposes. Vestigial: Gain Resist 4 or Resist (Con Modifier) Weapon, whichever is less. This requires the expenditure of a daily power. Robotic: Structural Reinforcement Appearance: You have a coating of hard scales, plates, bone, or other useful protective modifications along your chest, stomach, and "vitals". By concentrating, you can knot them together into a tight shield, which you can then use to ward off some attacks.
Entangling Tail
Is that a tentacle? Lvl: 3+ Property: You have reach 2 when it comes to making grab attacks, and you do not need a free hand to grapple with. If you're Centauri, you can cheat at poker like nobody's business. The DM had final say as to whether or not any other powers you have which affect people you're grappling apply if you're using your tail and they are otherwise out of reach. Property: When using this mutation to grab someone, you get a +1 item bonus to your attack roll, increasing to +2 at 8th level, +3 at 13th level, +4 at 18th level, +5 at 23rd level, and +6 at 28th level.
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Property: If you are not using this appendage to grapple someone, you get a +2/tier bonus on Athletics checks to grab hold when you fail a climb check. Power (Encounter): As a standard action, you can slide someone you've grappled one square. If you slide them more than two squares from you, you lose the grapple. Heroic Enhancement: You may use the encounter power as a minor action. Paragon Enhancement: Once per encounter, you may make a grab as a minor instead of a standard action. Epic Enhancement: The reach of your tentacle increases to 3. Vestigial: Gain reach 2 when making grab attacks and a +2 bonus on Athletics checks to grab hold. Robotic: Metallic tentacle. Some robots can extrude a "liquid metal" tendril ala the Terminator instead. Others have segmented, motorized, chains. Appearance: It's a tail. A long one. It should probably match any other features you have, i.e, if you're a jaguaroid, it's going to look like an overly long jaguar's tail -- but this isn't required! Feel free to make it the tail of a different beast, or a weird fleshy tendril covered with strange lumps, or a glowing whip of telekinetic force, or anything else that looks cool and might want to date Japanese schoolgirls. Yeah. I went there.
Ink Sacks
Your lungs, throat, sap, or internal storage unit contains a blinding liquid which can spat into the eyes of your enemies. Lvl: 3+ Power (Encounter): Minor Action. Make a melee attack against an adjacent creature, using Dexterity+2 or Intelligence+2 (choose when this mutation is select) vs. Fortitude. If it hits, the target suffers a -2 to all attack rolls until the end of your next turn. The attack bonus increases to +3 at 8th level, to +4 at 13th level, to +5 at 18th, to +6 at 23rd level, and to +7 at 28th level. At 13th level, this effect becomes save ends. Power (Daily): Minor Action. Make an attack as above, but the target is blinded until the end of your next turn. On a miss, the effect is identical to the encounter power. Heroic Enhancement: You can choose to make a ranged attack, with a range of 5. Paragon Enhancement: You may make up to three attack rolls with the encounter power, each against a different target. You can mix ranged and melee attacks. Epic Enhancement: Your range becomes 10 squares, and you do not provoke opportunity attacks. Vestigial: You may use the encounter power as a daily power. Robotic: Ink Sacks. Some security robots would have this feature to allow non-lethal subdual. Appearance: You may have somewhat aquatic features, reflecting a bit of squid-like ancestry. Alternatively, the "ink" can be a cloud of black smoke or even a psionic "dark energy".
Iron Constitution
Your body is tough, with overall improvements to everything from kidney function to blood oxygenation. Even more importantly, you can instinctively reconfigure your biochemistry to respond to sudden threats. Lvl: 8+ Property: Gain a +1 item bonus to Fortitude defense, increasing to +2 at 18th level and +3 at 28th level.
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Power (Daily) Immediate Interrupt. Use this power when you are hit by an attack which targets Fortitude. You gain +4 to your Fortitude defense until the end of your next turn. Heroic Enhancement: You may sustain this power for an additional turn as a minor action. You may only do this once per encounter. Paragon Enhancement: If the triggering attack still penetrates your Fortitude defense, you take half damage. Epic Enhancement: Once per day, if this power is expended and you are bloodied, the daily power recharges. If you use it before the end of the encounter, it does not count against your daily power uses. Vestigial: Gain a +1 bonus to Fortitude defense for one encounter, declared when you roll Initiative. Appearance: Mostly subtle, though you probably have some slight oddities in terms of skin color, and even a cursory medical examination will show your unusual internal structure. When using your power, your body visibly shifts and mutates as your organs slide rapidly into new configurations or your liver grows a new lobe.
Flexible Spine
You twist and turn like a... twisty turny thing. Lvl: 4 Property: You gain a +1 bonus to Acrobatics checks at level 4, increasing to +2 at level 9, +3 at level 14, +4 at level 19, +5 at level 24, and +6 at level 29. Power (Daily): You may reroll a failed acrobatics check. Heroic Enhancement: You do not grant Combat Advantage while balancing. You gain a +1 bonus to Reflex defense against melee attacks. Paragon Enhancement: You may use Acrobatics to attempt to escape from a grab as a minor action. If you fail, you gain a +4 bonus on your next attempt to escape made before the end of your turn. Epic Enhancement: You may attempt to escape from a grab as an immediate reaction to being grabbed. In addition, you are considered one size category smaller for purposes of squeezing. Vestigial: You gain a +1 bonus to Acrobatics checks, but may not reroll. Robotic: Non-rigid exoskeleton Appearance: Your body is amazingly flexible, almost serpentine. Despite the name, it is not only your spine that is exceptionally "bendy". You move with an oddly fluid grace and seem to flow, rather than walk.
Packbeast Ancestry
You can carry a burden few others can imagine. You are also very hard to stop or hold. Property: Your strength, for purposes of determining normal, heavy, or drag load only, increases by +4. This goes up to +8 at 11th level and +12 at 21st level. Property: You gain a +2 item bonus on all Athletic checks made to escape a grab. This increases to +4 at 11th level and +6 at 21st level. Power (Daily): Free action. If you are immobilized, you are considered to be slowed instead. The slowed condition ends when the immobilized would. Heroic Enhancement: You gain a +2 bonus on all saves to end a slowed, immobilized, or restrained condition.
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Paragon Enhancement: You may ignore movement penalties from armor or from carrying a heavy load for a number of turns equal to your Strength modifier. After doing this, you are slowed until your next short rest. Epic Enhancement: You may save against any effect which imposes a slowed, immobilized, or restrained condition as an immediate reaction when you are hit by the attack. The effect must be one which a save can end. Vestigial: This power is active from first level. Robotic: Cargo handling Appearance: Your muscles are huge and knotted, and your bone structure is not quite human. You are often the sudden "new best friend" of anyone who has to move next weekend. At least there's pizza in it for you.
Spined Torso
Normally, your lower quills lie flat against your skin, but if you want some added defense from people who get too touchyfeely, you can extend them. Lvl: 5+ Property: Enemies which grab you take 1d6+your Constitution modifier damage at the start of their turn, increasing to 2d6+Con modifier at 15th level and 3d6+Con modifier at 25th level. Power (Daily) Free action. When you escape from a grab, you may inflict your Constitution modifier in damage on the creature which was grabbing you. Heroic Enhancement: Increase damage done by this mutation's property by 2. Paragon Enhancement: When you use this mutation's daily power, you may inflict damage on all enemies adjacent to you. Epic Enhancement: Any enemy damaged by this power's property or daily power also takes ongoing damage equal to 2+your Constitution modifier (save ends). Vestigial: You do 1d4 damage to grabbing creatures. Robotic: Lethal countermeasures. Appearance: Typically, rows of sharp quills or spines which can lie flat or jut out, as needed. (Armor does not interfere, don't ask why.) Options can include thorns, especially for plantoids, bone spurs that emerge from the skin and then retract, a permanent set of spiked horns, or a sudden flare of damaging energy.
GREATER MUTATIONS
As a mutant spends time in the world, fighting for his life, using his natural gifts in new and exciting ways, the innate instability of his genetic structure begins to assert itself. Abilities he never knew he had may begin to manifest, granting him new powers far greater than any he had before. Such things are termed Greater Mutations. Mechanically, greater mutations occupy the same "item slot" as Rings do. (See also Implants (Rings), page 328). You can have one or two, and you may mix them with implants, so long as the total is not more than two. Like all mutations, they don't "go away" easily, so if you have two greater mutations and then find some implant you really want, too bad (unless you have Unstable Mutation feat, of course!).
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All greater mutations are considered to be 11th level or higher, and a mutant may freely pick one such mutation when they reach an appropriate level. However, following the "mutations are items" design model, if a DM wishes to give a lower-level character a "15th level" item as part of their treasure, he may grant a greater mutation. Because such mutations take up a "slot" the player may have other plans for, the player and DM should agree that this is a direction the character wishes to go. Greater mutations have no vestigial effects.
Accelerated Healing
Lots of things can hurt you, but not for long. Lvl: 14 Property: You gain a +2 item bonus to your healing surge value. This increases to +4 at 19th level, to +6 at 24th level, and to +8 at 29th level. Power (Encounter): Immediate reaction. Use this the first time in an encounter that you are bloodied. You gain regeneration (5) until you are no longer bloodied; this increases to regeneration (10) at 24th level. Paragon Enhancement: You gain an item bonus to Endurance checks equal to the bonus to your healing surge value. Epic Enhancement: Whenever you save against an ongoing effect which has the poison keyword, you may roll twice and use either result. Robotic: Advanced Self-Repair Nanites Appearance: When active, your wounds visibly close, with scars fading into nothingness. Minor scratches and bruises (below the level of actual damage) simply vanish in a second or two. When inactive, the only outward sign of this mutation is an unusual sheen of health and vitality in a world filled with disease and danger.
Atomic Power
The same force which ended the world can extend your life. Lvl 18 Property: You gain Resist 10 (Atomic). This increases to Resist 15 at 28th level. Property: You can "see" atomic radiation. Any creature which has a power with the atomic or blight keyword, or which wields a weapon which does atomic or blight damage, loses concealment from you if they are within 5 squares. Power (Daily): Free action. Use this power when you take atomic damage. You ignore all damage from that source and instead heal as much damage as you would have taken (do not subtract your resistance). If you have reached a milestone today, you may use this power again before the end of the encounter, which does not count against your daily power or item uses. Paragon Enhancement: You gain Resist 5 (Blight), which increases to Resist 10 at 28th level. Epic Enhancement: Gain the following power: Power(Daily): Minor Action. Expend a healing surge but do not gain any hit points. Until the end of your next turn, all creatures which being their turn adjacent to you or which move adjacent to you take 3d10 atomic damage.
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Appearance: You may possess a slight glow, and your skin may be unusually warm to the touch. Geiger counters go off near you. When actively using this power, pulsing flares of light are visible around the wounds.
Cryokinetic Field
Your body radiates extreme cold, to which you are thankfully immune. Others nearby? Not so lucky. Lvl 15 Property: You gain Resist 10 (Cold), increasing to Resist 15 (Cold) at 25th level. You do not need to make Endurance checks to resist environmental cold. Power (Daily): Minor action. Until the end of your next turn, you radiate a zone of intense cold in a burst 2 surrounding you. Any creature who moves into or starts their turn in this field takes 2d10 cold damage. If you have reached a milestone today, they are also slowed. Paragon Enhancement: Your daily power expands to a burst 3, and only targets enemies. Epic Enhancement: Your daily power always slows targets. If you have reached a milestone, they are immobilized instead or being slowed. Robotic: Cryonic operations Appearance: You have the whole 'Jack Frost' thing going on. Even if you're not covered with icicles, you have pale or bluish hair or skin, and the area around you is noticeably chill, even when not actively using this power.
Four Armed
Half an octopus. Lvl: 16 Property: You have two additional, functional, limbs. These can be arms, tentacles, an extremely prehensile tail, or telekinetic fields of force you can control as if they were physical arms. You have four "hands" for purposes of holding items, such as a shield, a power cell, or a gun, but you can still only use two hands at once for normal purposes. In other words, you can wield a two handed weapon, or a one-handed weapon and a shield, but not a two handed weapon and a shield, at least not effectively. You can, however, swap an item from one hand to another or change your "active" hands as a free action once per turn, on your turn only. You can, for example, hold a two-handed weapon, and then declare a "grab" maneuver, which uses one of your other hands as your "free" hand. You cannot attack with the two-handed weapon (unless it's versatile and you wield it one-handed) because you still only have one hand "free", but you do not drop the weapon and could attack with a one handed weapon held in your other (fourth) hand. (Two hands hold the sword, one hand performs the grab, one hand holds the one-handed weapon). Any arms mutations you have apply to all of your arms equally, as do any arms-slot items. Property: You gain a +4 item bonus on all attempts to escape a grab, and a +2 item bonus on saving throws made to avoid falling off the edge of a cliff or to resist being forced into damaging terrain. Power (Encounter): Standard Action. You may make two basic attacks, with two different weapons, provided both weapons are currently being wielded by the correct number of hands.
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Paragon Enhancement: You can have two different arms slot mutations or items. Only one at a time can be effective. You can swap them during a short rest, or as a standard action once per encounter. Epic Enhancement: You may use your encounter power twice per encounter. Robotic: Multiple Manipulator Modules Appearance: Typically, four arms, the second pair located below the primary pair. It is also possible to have two tentacles, a bifurcated tail, a single set of "arms" that splits in two below the elbow, arms arranged radialy around a central axis, and so on.
Psychic Blur
Even when people look at you, they don't really see you. Lvl 20 Property: You are always considered to have concealment. Power (Daily): Minor action. Gain total concealment until the end of your turn. If you have reached a milestone today, this lasts until the end of your next turn. Paragon Enhancement: Power (Daily) Immediate Interrupt. Use this power when you are targeted by a melee or ranged attack. The source of the attack must choose another legitimate target. If there is no such target, the attack is canceled but not used or expended, and the source of the attack may take a different action. Epic Enhancement: You suffer no penalties to Stealth checks from moving. Robot: Holographic distortion field. Appearance: You simply blend in with your surroundings without trying. Other people either look away from you, or see you as subtly merged with the local conditions.
Pyrokinetic Field
Pretty sure I've already used some sort of "Heat Miser" joke somewhere else in here. Lvl 15 Property: You gain Resist 10 (Fire), increasing to Resist 15 (Fire) at 25th level. You do not need to make Endurance checks to resist extreme environmental heat. Power (Daily): Minor action. Until the end of your next turn, you radiate a zone of intense heat in a burst 2 surrounding you. Any creature who moves into or starts their turn in this field takes 2d10 fire damage. If you have reached a milestone today, they are also weakened until they leave the zone. Paragon Enhancement: Your daily power expands to a burst 3, and only targets enemies. Epic Enhancement: Your daily power does 3d10 fire damage. If you have reached a milestone, after weakened targets leave the zone, they are weakened (save ends) Robotic: Excess Heat Venting
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Appearance: Even when the power is not active, you are extremely warm, noticeable to anyone who comes within two squares of you. Snow and ice melt around you. Tiny wisps of flame will appear across your skin at odd moments.
Spectral Shift
Your eyes see into far spectrums of light, and nothing remains hidden from you for long. Lvl 15 Property: You gain a +2 Item bonus to Perception checks, increasing to +4 at 20th level and +6 at 25th level. Power (Daily): Free action. By focusing your vision across many wavelengths, invisible creatures become visible to you until the end of this turn, and cover and concealment can be ignored. If you have reached at least one milestone today, this ability lasts until the end of your next turn. Paragon Enhancement: You gain low-light vision. If you already have low-light vision, you gain darkvision. Epic Enhancement: Any time you make a saving throw to end the blinded condition, you may choose not to roll and instead be considered to have rolled a 20. Any bonuses or penalties to the saving through apply to this "roll" of 20. Robotic: Radar scanners Appearance: When this greater mutation manifests, the character's eyes, or other visual organs, will change in appearance slightly, often becoming larger, or growing a second set of pupils, or taking on an eerie glow. When the power is being used, this change becomes even more obvious.
BLOODLINE MUTATIONS
Bloodline Mutations require that the character take the appropriate Bloodline Mutation feat. Once taken, this feat cannot be retrained, though anything taken as a consequence of it may be. Normally, a character may have only one Bloodline Mutation, though a DM may permit otherwise. The main benefit of taking a bloodline mutation is to allow the selection of mutations which can replace powers the character gains from their class. For this reason, it is best to pick a bloodline which synergizes with your class and strongest attributes, though nothing mandates this, and sometimes "wrong" or "non optimized" combinations can be the most fun to play or just fit a character concept. Because it's possible to retrain a 'replacement' power by retraining the feat which grants it, it may seem as if a character is growing or losing various body parts. While this may indeed be what's happening -- in the chaotic mess of radiation, nanotechnology, and genetic engineering that is the body of an Earth Delta mutant, there's no telling what's going on -- it can also be the case that the character is choosing to focus on his training over his natural gifts, or vice-versa, "forgetting" about an ability for a time, then "recalling" it later. Bloodline names are usually adjectives. These can be added to the character's race, for example "Venomous Bearoid". It's just cool, OK? There are no robotic equivalents for bloodline mutations. Very likely, this design space will be covered by cybernetics or some such, but that's in the future.
ARACHNID BLOODLINE
Somewhere along the lines, your DNA and a spider's got seriously mixed up. Teleportation accident, science fair experiment gone wrong, or a really, really, good orgy... it doesn't matter. While you are predominantly of
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your chosen race (mutant human, mutant animal, or even mutant plant!), you show a preponderance of spider-like traits.
Appearance
Your ancestry is clear, but how it manifests is up to you. Multiple eye clusters are common, as are mandibles. A light fur, oddly sticky, may cover your forearms. You may have a cluster of vestigial, useless, arms or legs growing in odd places on your body.
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EMPATHIC BLOODLINE
You can feel other people's pain... and cause it. This can be caused by an unusual brain growth, pheromone generation, or incredible subconscious instincts relating to perceiving and sending cues via body language, or anything else you can imagine. The upshot it, other people are not just an open book to you -- they're an annotated wiki full of hyperlinks, and you've got full editor privileges. Citation needed. One of the things which annoyed/annoys me about 4e is the focus on the Encounter as the be-all and end-all of existence. This is especially evident in how it handles mind controlling effects. For the most part, a 4e mind control is an attack with flavor text. At best, you can make someone make a basic attack against an enemy, or maybe use an at-will power, but they're a drooling moron while they do so and it's painfully obvious they're controlled. There's some solid game design reasons for this, especially with regard to dominate powers being used on players ("Ha ha, made you use your Daily!"), or with giving players control over a powerful monster's one-shot attacks. However, I think something is lost by turning the world into five minute blocks, and so, the thrall mechanic is introduced here as a special gift for empaths. They deserve some love, what with them being all mopey and emo (or, even worse, melodramatic and over-the-top scenery chewing sadistic, full of crap like 'Your pain... it is like the sweetest wine! Come, let me drink of your tears! Bwahaahah!'. But I digress).
THRALL
Some powers allow the creation of a thrall. A thrall is someone who is mind controlled but retains some measure of his own personality and memories. He seems normal during casual conversation and is capable of taking normal actions. However, he considers his controller to be his best, and only, friend, placing his needs and desires above all other things. He will never directly attack the controller and will treat anyone who does as an enemy. The controller may dominate a thrall as a minor action, provided he has line of sight, and sustain this as a minor action. In order to keep a thrall controlled, the controller must spend at least 5 minutes each day with the thrall, reinforcing his will. A thrall's state of domination may be determined by an Insight check with the DC determined by the controller's level -- use p. 42, Hard DC. At the DMs discretion, ordering the thrall to take actions violently contrary to their nature or which are obviously suicidal may allow the thrall to break out; this is an opposed roll of the thrall's Wisdom vs. the controller's Charisma. A controller may have only one thrall at a time. A thrall who gains his freedom gains a +2 to all defenses against the former controller, and probably really, really, hates him and will use all resources at their disposal to gain revenge. Solo creatures may not become thralls unless the controller is more than 5 levels higher than they are. Breaking someone out of thrallhood is usually a skill challenge, the exact skills and time required being up to the DM.
Appearance
This bloodline is extremely subtle, as it's sort of hard to be a puppetmaster when the puppet's strings are huge, glowing, lines. You may choose to make it less so, if you wish -- perhaps your eyes glow when you use your powers, or your skin changes color like a living mood ring, or maybe there are glowing lines and a ghostly puppeteer hovering over your victims. The subtle keyword provides a powerful advantage, especially in situations where power use is problematic, but it also offers a weakness -- if you're found out, the target is much harder to affect. The choice is yours and must be made when this Bloodline is chosen. If you choose visible effects, all of your powers lose the subtle keyword. (Your link to a thrall is never visible, unless you wish it to be, but the powers which create a thrall are, if you've chosen visibility.)
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Minor Action Ranged 15 Attack: Charisma+2 or Wisdom +2 vs. Will. Choose Charisma or Wisdom when you select this power. Hit: You gain the ability to see the target's feelings as a swirling halo of colors. You can see anger, fear, suppressed feelings, deception, and so on. Any thinking being is a mlange of conflicting emotions, conscious and unconscious, so this isn't an absolute guide -- but it's a big help. Add +5 to your next Bluff, Diplomacy, Insight, or Intimidate check against the target. Miss: The target notices something is up, but isn't sure what. You suffer a -2 to all Charisma-based skill checks against that target until the end of the encounter or skill challenge. Special: Increase to Charisma +4 or Wisdom +4 at 11th level and Charisma+6 or Wisdom +6 at 21st level.
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Benefit: When you use a power with the healing keyword, which allows a target to spend a healing surge, on a target other than yourself, you may choose to increase the healing done by 2d6. If you do, you take damage equal to half the total damage healed.
Attack: Charisma+4 vs. Will Hit: The target is dominated until the end of your next turn. Miss: The target takes 3d6 psychic damage and is dazed (save ends). Aftereffect: The target gains +2 on all attacks and all defenses against you until the end of the encounter. Sustain Standard: You may choose to repeat the attack against the same target. You may do this until you miss or choose not to do so. If you successfully sustain this power for three turns, the target has become your thrall. Special: Any attack on the target by an ally immediately ends this power's effects.
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Shared Suffering Feat Power You channel the pain of a wound back into your enemy, and draw on his pain, in turn, to heal yourself. Daily Healing, Psychic Immediate Reaction Ranged 5 Requirement: You must be bloodied. Trigger: You take damage from an attack. Effect: The target takes 1d10 plus your Charisma modifier psychic damage. You heal yourself for the amount dealt.
POLYMORPHIC BLOODLINE
Polymorphic mutants are very rare... or are they? That's the thing, you never know! Is that giant green carnivorous rabbit really just an ordinary giant green carnivorous rabbit, or is it someone merely pretending to be a giant green carnivorous rabbit? You know, to blend in. Polymorphism may be due to the ability to telekinetically rearrange one's own atoms, or the character may be sort of shapeless blob underneath it all. Sometimes, these gifts are not discovered until later in life. Appearance Uh.... dude. This entire bloodline is about changing shape. By definition, it doesn't have a fixed, or even a common, appearance. You may wish to think about how your powers manifest, though. Do you soften and blur into a cloud and then reform, or is it more of a physical process full of spasmodic twitches and strange eruptions? When relaxed, do you stay "solid", or are there vague hints of your abilities, such as your face slowly morphing from one form to another?
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Benefit: You may attempt an Acrobatics or Athletics check to escape from a grab as a minor action. If you succeed, you gain a +2 power bonus on your next melee attack against the person which grabbed you. If you fail, you may still seek to escape as a move action as usual.
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PSYCHOKINETIC BLOODLINE
They shouldn't have embarrassed you at the prom. They really, really, shouldn't have. Psychokinetic mutants can manipulate objects with their mind. They can perform a wide variety of useful stunts and feats with this ability, ranging from hurling random items as weapons to crushing someone's throat while wheezing asthmatically.
Appearance
Psychokinetic powers are visible and obvious by default, but the fact a character has such powers is more muted. They may have oversized frontal lobes, or waving antennae that emit psychokinetic forces, or strange patterns on their skin. Psychokinetic manifestations often involve glowing lines of force accompanied by eerie pulsing sounds. Other options include fields of energy or semi-solid "hands" appearing and carrying/lifting objects. As is the default for all Fourth Edition powers and abilities, the source of a power and its effects are known to all targets.
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At-Will Psychic Minor Action (1/round) Personal Effect: You gain a +1 feat bonus to a defense of your choice. This lasts until the end of the encounter or until you use this power again. Psychokinetic Manipulation Feat Power With a casual thought, you slide your enemy off the cliff's edge. He doesn't even realize you've done it until you suggest he look downwards. Then you release the power, and he falls. Encounter Psychic Minor Action Close burst 2 Target: One creature in burst Attack: Intelligence +2 or Constitution+2 vs. Will. This increases to Intelligence+4 or Constitution+4 at 11th level and Intelligence +6 or Constitution+6 at 21st level. Hit: You slide the target one square. Special: This power can also affect uncarried objects of up to your Intelligence modifier * 5 pounds.
PSYCHOKINETIC LEAP
Prerequisite: Psychokinetic Bloodline Benefit: You are always treated as having a "running start" when making Athletics (Jump) checks. You may also choose to replace a utility power of 2nd level or above with the power psychokinetic leap. Psychokinetic Leap Feat Power Your pursuers smirk as you approach the chasm, knowing you'll either stop at the rim or plunge to your doom. Their smiles fade as you cross the broad gap in a single bound. Encounter Free Action Personal Effect: The next time you make an Athletics check to jump before the end of your next turn, you may add any unused movement to the distance jumped. This bonus distance does not count as "movement used" for purposes of determining if you fall.
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PYROKINETIC BLOODLINE
Pyrokinetic mutants have particular lobes in their brain which enable them to telekinetically excite atoms remotely, causing extreme heat which... ah, to hell with. Pyrokinetics think bad thoughts at you, and you burn. For game purposes, it doesn't matter if this is a psionic ability, or caused by developing napalm-spewing glands in your throat (which is also cool). Basically, you've got Fire Powers, they work at range, and you can do Nifty Things with them.
Appearance
Depending on how the mutation manifests, a pyrokinetic might have no oddities at all, or they might be extremely evident. Bright red or orange skin, small flames crackling along their hands when they get angry or use their abilities, a blistered, scarred, and scabbed appearance, or even dragon-like features are all possibilities. Red hair and glowing eyes are pretty common place as well. When their powers are used, there might be an evident line of energy, an arcing glob of organic napalm, or nothing much at all. (Using the powers still requires concentration and staring intensely at the target, so no matter what the effect, it's always obvious where the power is coming from and that you're using it.)
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Effect: A single, flammable, object within range and line of sight begins to burn. The object must be capable of being ignited by no greater heat than that of a typical torch. Paper, wood, straw, and clothing are common targets. The initial fire does no damage, but if the fire is not put out, it will burn anyone within the area. Once started, it is a natural and uncontrolled flame. (A person whose clothes are on fire will take 5 ongoing damage, save ends. Clothing which provides an armor bonus of +1 or more is too thick and heavy to be affected by this power.) It is obvious that the character is the source of the sudden flame. Pyroblast Feat Power You fix your baleful glare upon your enemy, and feel a surge of joy as you see his flesh begin to wither and char at your command. Encounter Fire Standard Action Ranged 10 Target: One creature in range. Attack: Wisdom+3 or Constitution+3 vs. Fortitude (choose the attack attribute when you select this power) Hit: 1d6+Wisdom modifier or 1d6+Constitution modifier fire damage. Increases to 2d6+Wisdom modifier or 2d6+Constitution modifier at 11th level and 3d6+Wisdom modifier or 3d6+Constitution modifier at 21st level. Sustain Minor: So long as you retain line of sight and range to the target, he takes Wisdom modifier or Constitution modifier fire damage automatically. You may do this for a maximum of 1+Wisdom modifier or Constitution modifier turns.
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TEMPORAL BLOODLINE
It's a shame how everyone you know clumsily blunders through their limited world of three dimensions, when you exist in four. Time itself is open to you, and while you're not quite at the "blue police box and incredibly hot redheaded assistant in a sexy policewoman stripper outfit" stage, you are capable of a number of useful tricks. Since the abilities of this bloodline are mostly psychic, it's a good fit for those who don't want to advertise their powers too blatantly... at least until they use them.
Appearance
Normally, there are few signs of this bloodline. You may seem to "stutter" a bit, as if the film of your life had been spliced out of order. For a second or two, briefly, you may flicker to appear as you did a few years ago, or show signs of hideous injuries which vanish just as quickly as they appeared. When using your powers, though, it's pretty obvious something weird is going on, even if it's not entirely clear precisely what it is. Odd noises, distorted flickers of other places, momentary shifts in lighting or weather, or streamers of inexplicably glowing power may all manifest when you use your abilities.
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immediately lose a healing surge. (It does not matter how much time may pass between the use of this power and the next encounter, the effect always triggers.)
The future echo has your skill bonuses and you may command it to make skill checks by using the appropriate action. If the future echo is killed, in addition to the normal effects of a summoned creature dying, you will be at -2 to all rolls until after a short rest. Because there are millions of timelines branching at any given moment, asking your future echo for advice about things to come is ill-advised.
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VENOMOUS BLOODLINE
This bloodline mutation creates sacks of poison inside the character's body, as well as providing several means of excreting it. This bloodline is especially appropriate for a mutant animal descended from a snake or scorpion, but it can be taken by a mutant rabbit, human, or fir tree just as easily.
Appearance
Poisonous creatures are often very brightly colored. As part of whatever freak combination of mutagens gave you this power, you may have also gained spectacular coloration -- bright red, blue, yellow, and black are the most common. Alternatively or additionally, you may have features reminiscent of a poisonous creature, even if you're not descended from one -- snakelike eyes, for example.
POISON EFFECTS
Not all poisons are the same. A character may do more than just damage with his poison. When the character chooses the venomous bloodline feat, he may also choose a poison effect. This effect may be enhanced further with the paragon poison or epic poison feats. The poison types, and their associated effects, are:
Virulent Poison: Your poison is especially toxic. All saves against it are at -2. Insidious Poison: Your poison ignores up to 5 points of poison resistance. Crippling Poison: Any creature taking ongoing damage from your poison is slowed. Stupefying Poison: Any creature taking ongoing damage from your poison may not make opportunity
attacks.
Paralytic Poison: Any creature taking ongoing damage from your poison attacks suffers a -2 to their Reflex
defense.
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Corrosive Personality Feat Power The fact that lethal toxins drip from your teeth tends to scare people. You're not sure why, but you've learned to take advantage of it. Encounter Immediate Interrupt Personal Trigger: You make an Intimidate check and do not like the result. Effect: You reroll the check. You must use the new result. Special: If the sole target of the check is immune to poison, you may not use this power.
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Classes
How you kill people, and keep people from getting killed.
rabble into a well organized fighting force, or a small group of skilled individuals into a cohesive unit which is many times more effective than the sum of its parts.
Mercenary (Fighter) (Page 153): Then again, there are those who confront trouble head on. Mercenaries call
danger to them, taking on the foes others cannot. Despite the name, a mercenary may work for a cause or a principle, as well as for pay. Mercenaries scavenge the best protection they can from the rubble. Mutant Mercenaries in Earth Delta have some special powers which rely on their natural weapons, though they're just as free to use a broadsword if they wish.
Ruin Rat (Rogue) (Page 156): The ruin rat knows how not to be seen, and likes it that way. In a world of
vicious predators, he believes in striking before the enemy even knows he's there. If actually confronted, he is surprisingly adept at wriggling out of trouble, either physical or social. Some ruin rats have learned to take exceptional advantage of the chaotic terrain which litters most Earth Delta battlefields.
Savage (Page 159): A martial defender who relies on raw might and power, not heavy armor, to stay alive
and protect his allies. (Well, honestly, many savages 'protect' allies as a sort of side effect of their desire to not let anyone else smash their enemies.)
Scavenger (Page 186): A technological controller who uses grenades, lasers, and stranger things to blast
enemies, reshape the battlefield, and perform all sorts of useful tricks.
Scholar (Page 186): A student of both the ruined past and the reborn future, the scholar is a technological
leader who can staunch a bleeding wound or strike the mightiest enemy at his weakest point.
Survivalist (Ranger) (Page 239): The master of staying alive, no matter what. Survivalists move quickly
through fields of blood-draining daggerferns, snipe at hostile wolfoids and then duck out of cover, or charge into battle with twin blades whirling. On Earth Delta, survivalists can master the art of fighting with a pistol in one hand and a sword in the other, or leap into battle accompanied by mutant animals.
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ADJACENT COVER
Some characters, most notably Ruin Rats, are extremely adept at taking advantage of terrain, making small movement back and forth to dive out of the way of attacks or use bits of rubble to distract or block foes. If any square adjacent to you blocks line of sight or line of effect from any point (for example, standing next to a stone column, or being against a wall), you are said to have adjacent cover, even if the attack is coming from a direction the obstacle does not block. Only a few powers take advantage of adjacent cover; for most characters, it can be ignored. Powers which use adjacent cover assume the character can duck so that an attack hits a wall, whip around a column and then return to his previous position, or find a small crack to step into to shield himself from an explosion.
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MERCENARY (FIGHTER)
Not all those who put their swords, guns, or claws into the service of others for pay are mercenaries, and not all those of this class work solely for pay. All, however, define themselves largely by their ability to deal and take damage on the front lines of battle. A mercenary may carry a laser pistol, but he will use it mostly on fleeing foes or to call out an enemy; he spends most of his time staring the people he kills in the face, if they happen to have a face. Mercenaries need very few mechanical changes. The fighter's powers work as well with a vibro-axe as a.. nonvibro axe. A sword is a sword, even if it's made of carbon nanotubes. Of course, there's always a few exceptions...
NATURAL WEAPONS
"Fighting tooth and nail" isn't a metaphor for some residents of Earth Delta! While many mercenaries with natural weapons use them as a fallback, some specialize in using what evolution (Well, an utterly unscientific, Hollywood/Marvel Comics, Darwin and Dawkins wince in shame, version of evolution) gave them. Natural weapons noted as having the "Light Blade" property count as light blades. Those with the Versatile property are considered to be Heavy Blades. Talons are considered to be Axes. Mercenaries with non-claw weapons such as stingers or fangs sometimes specialize in using them, training extensively to overcome their various drawbacks. A mercenary who gives up proficiency in military weapons may pick one of the following class powers. Please note that even if a natural weapon is in your mouth or on your back, it still counts as a "one handed" weapon, leaving you only one other hand in which to hold a shield or an off-hand weapon. You use your other arm for balance, warding off blows, and otherwise compensating for having to lean in close to rip out someone's throat or spin around to stab them with your stinger.
nom! You must have a natural weapon from the Teeth group. If you choose this class feature, your fangs become either a +3 proficiency, 1d10 damage weapon which counts as a Heavy Blade or a +2 proficiency, 1d8, High Crit weapon which counts as a Pick.
Piercing Horn Specialist: You are all so lucky I resisted the urge to call this "Horny Bastard". Anyway, if you
have a natural weapon from the Horns group, you may choose to upgrade it to either a +3 proficiency, 1d8 weapon which counts as a Spear or a +2, 1d10 weapon which counts as a Mace.
Whipping Tail Specialist: Let your enemies make all the "getting some tail" jokes they want; you know you'll
win in the end. If you have a natural weapon from the lashing group, you may upgrade it to a +3, 1d8 weapon which counts as a spear (but which cannot be thrown), or a +2, 1d10 weapon which counts as a flail.
Furious Hedgehog Specialist: If you have Quills, you may upgrade them to a +3 proficiency bonus, 1d6
damage weapon which counts as a Light Blade with the Off-Hand and Light Thrown properties. (This does allow you to wield a one-handed weapon, but not a two handed one or a weapon and shield. If you have claws, you can decide if your claws or your quills are your primary or off-hand weapons.) You have 15 quills you can "throw" per day; this number resets at the end of an extended rest. Even if you have thrown all your quills, you still have the capacity to use them in melee.
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Blazing Bolt Specialist: If you have the Power Bolt natural weapon, you may attack adjacent targets with it,
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Immediate Reaction Trigger: You are reduced to 0 hit points. Effect: You are knocked prone and spend a healing surge. You may immediately save against all ongoing effects which a save can end.
SCURRYING RAT
The Scurrying Rat knows that staying in motion is the best way to stay alive, and that everything around him can be a source of defense. He ducks under low branches, dashes behind walls, and leaps from a rusted metal barrel to safety while kicking the barrel at an oncoming foe. To him, the entire world is weapon and armor. Scurrying Rats are keen-eyed and aware. They rely on their perception to constantly spot new opportunities in the ever-changing landscape, to catch a glimpse of an enemy just before the enemy attacks, and to seek out weak spots in enemies and objects. As such, Wisdom is an important secondary characteristic.
RAT TACTICS
A new tactic, Dashing Shadow, is presented here.
Dashing Shadow:
You may ignore difficult terrain when shifting. Furthermore, you may move up to half your speed while stealthed without suffering a -5 penalty, or 2 squares, whichever is greater.
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Requirement: You must be wielding a crossbow, an agile technological weapon, a light blade, or a sling. Target: One creature. Attack: Dexterity vs. AC Hit: 1[W]+Dexterity damage. Effect: You may shift 1 square, ignoring difficult terrain. If you do, you gain a +1 bonus to all defenses against attacks made by the target of this attack until the start of your next turn. Dashing Shadow: You may shift 2 squares, ignoring difficult terrain.
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CLASSES - SAVAGE
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SAVAGE
"Right! Come on and have a go, then, if you think you're 'ard enough!"
CLASS TRAITS
Role: Defender. While it may seem odd, because you're really not generally inclined to care about other
people all that much, you protect your allies by virtue of making sure no one gets to fight anyone who isn't you. Just about everything makes you mad, but being ignored when there's a scrap going on makes you furious. Furthermore, your attacks have a tendency to leave foes shaken and scared, making it harder for them to attack your allies. As a secondary role, you have some Striker and Controller abilities.
Power Source: Martial. You're all about hitting people. Then hitting them again. Then finding someone else
to hit.
Key Abilities: Constitution. It's all about being the toughest, about taking a hit and keeping on. You keep
standing through the most astounding beatdowns. Secondary attributes are Strength, which helps you hit harder, and Charisma, because it's not just enough to be impressive, you've got to look impressive. You draw people's attention away from other targets and towards yourself, which is how you like it.
Armor Proficiency: Cloth, Leather, Hide, Piecemeal Weapon Proficiencies: Unarmed, all simple and military weapons Bonus To Defense: +1 AC, +1 Fortitude Hit Points At First Level: 16+Constitution Score Hit Points Per Level Gained: 8 Healing Surges Per Day: 9+Constitution modifier Trained Skills: From the class skills list below, pick 3 trained skills at first level: Acrobatics (Dex), Athletics
(Str), Bluff (Cha), Endurance (Con), Intimidate (Cha), Nature (Wis), Perception (Wis), Streetwise (Cha)
Build Options: Brutal Savage, Fearsome Savage Class Features: Call Out, Fury, Fury Focus, Frenzy Expression
The harsh brutality of the world has bred harsh brutes to survive in it. Savages are defenders who eschew complex tactics and intricate bladework for raw, overwhelming, force. They smash opponents around the battlefield, take grievous wounds without flinching, and exploit any opening a foe leaves them. They do not, however, commune with primal spirits or shoot lightning out of their sword. That would just be silly. vi
BUILDING A SAVAGE
Savages are masters of mayhem, but they like to cause it in different ways.
FEARSOME SAVAGE
You rely not just on hitting people, but on making people afraid of you hitting them. You're showy and dramatic, given to howls of fury and "finishing moves" where you rip someone's head off and then dance about on their corpse while singing Gilbert & Sullivan. (Don't ask.) A lot of your powers will play off your high Charisma (remember, Charisma isn't "likeable", Charisma is "presence and projection"), but you still need a good Strength to lay the smack down on the folks whose attention you've just grabbed. Suggested Feat: Fearsome Grin (Human bonus feat: Toughness)
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Suggested Skills: Athletics, Intimidate, Streetwise Suggested Frenzy Expression: Fearsome Frenzy Suggested Fury Focus: challenging fury Suggested At-Will Powers: brutal pummeling, snarling smash Suggested Encounter Power: Furious Display Suggested Daily Power: Vengeful Frenzy
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BRUTAL SAVAGE
For you, it's all about the hitting. And more hitting. And hitting some more. You just like hurting people, doing the most damage possible in a single blow. You tend to focus on a single enemy and keep on pounding until you haven't just killed him, you've gone through time and killed his grandfather. Once your mind, such as it is, is set on a target, you're almost impossible to dissuade. Suggested Feat: Lingering Pain (Human bonus feat: Weapon Focus) Suggested Skills: Athletics, Endurance, Intimidate Suggested Frenzy Expression: Brutal Frenzy Suggested Fury Focus: smashing fury Suggested At-Will Powers: mow them down, gathering steam Suggested Encounter Power: Vaulting Leap Suggested Daily Power: Grisly Evisceration
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Who's Next? Savage Class Feature Right! So who's our next special friend? At-Will Immediate Reaction Close burst 10 Trigger: You reduce your victim to 0 hit points. Target: One enemy in burst. Attack: Charisma+2 vs. Will. Increased to Charisma +3 at 5th level, Charisma +4 at 10th level, Charisma +5 at 15th level, Charisma +6 at 20th level, Charisma+7 at 25th level and Charisma+8 at 30th level. Hit: The target takes damage equal to your 2+ your Charisma modifier, increasing to 4+your Charisma modifier at 11th level and 6+your Charisma modifier at 21st level. Effect: The target is now your victim.
VICTIM
A Savage can have only one victim at a time. A victim is marked by the Savage, and ceases to be the victim if he loses the mark. The Frenzy Expression (see below) of the Savage determines other effects. Note that the Savage may have several creatures marked, due to various powers, but only the target of his call out ability is his victim.
FURY
The essence of the Savage is Fury. Fury is what powers a Savage's most potent attacks and what gives him his special edge. A savage may expend Fury in a number of different ways, but may only do so once per turn, unless noted.
Gaining Fury
A Savage gains Fury when an enemy within 5 squares, marked or otherwise, makes an attack which does not include him, or when an ally within 5 squares is bloodied or reduced to 0 hit points. A Savage can gain only one Fury per turn from these conditions, unless he is at 0 Fury. Any time the Savage is at 0 Fury and an opportunity to gain Fury occurs, he will gain 1 point. Powers which grant Fury on a hit, miss, or effect do not count against this limit. A Savage with any Fury at all is said to be furious. The furious condition triggers some powers or adds effects. A Savage can have maximum Fury equal to 1+ his Charisma or Strength modifier. This must be chosen when the Savage is created and can be retrained when the Savage gains a level. All Fury is lost at the end of an encounter. If a savage becomes unconscious while furious, when he awakens he will have 1 Fury.
Spending Fury
Each Savage has different ways in which he channels his rage. Each way is called a fury focus. When a Savage is created, he chooses one of the foci below. He gains additional foci as follows: Savage Level 1 5 11 21 Total Foci 1 2 3 4
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Fury Focus
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Challenging Fury: Once per turn, as a free action, you can spend 1 point of Fury to mark an enemy which you can see and who can see you. This mark lasts until the end of your next turn. Enduring Fury: Once per turn, as a free action, you can spend a point of Fury to gain 5 temporary hit points. You can spend up to Tier fury this way. These temporary hit points do not stack. Fast Fury: Once per turn, as a free action, you can spend Fury to move an extra square during a charge or when using savage jealousy. You can spend up to Tier fury when using this focus. Liberating Fury: Once per turn, as a free action, you may spend Fury to make a saving throw against a dazed, stunned, restrained, immobilized, or dominated condition which a save can end. For each point of Fury spent after the first, a +1 power bonus is added to the roll. You may spend up to 2+Tier fury each time you use this focus. Precise Fury: Once per turn, as a free action, just prior to making an attack roll, you may spend up to 1+Tier fury. Each fury spent this way adds a +1 power bonus to the roll. Refreshing Fury: Once per encounter, as a free action, you can spend one point of Fury to spend a healing surge and regain half the normal number of hit points. Smashing Fury: One per turn, as a free action, prior to making a damage roll, you may spend Fury to gain a +1 power bonus to the damage done. You may spend up to 1+Tier Fury this way. At 11th level, each point of Fury spent increases damage by 2; at 21st level, each point of Fury spent increases damage by 4.
FRENZY EXPRESSION
When a Savage gets going, he tends to express his mindless rage in different ways. There are two primary ways a Savage demonstrates that he's really pissed. A savage must select one at first level.
Brutal Frenzy
You just keep pounding away at an enemy until they stop moving, then keep pounding until the pieces stop jiggling around so much. Once per encounter, you may expend Fury to add extra damage when you hit a target. For each point of Fury you expend (up to 1+Tier), you deal extra damage equal to your Strength modifier.
Victim Power
When you make an attack as a result of Savage Jealousy, you do your Strength modifier damage to the victim on a miss. If other abilities or effects cause you to do damage on a miss, you add this damage on top of it.
Fearsome Frenzy
When you fight, you're not just deadly... you're scary. No one wants to end up being torn to pieces by you, so they tend to focus on defending themselves and keeping a close eye on your movements, even if this means they can't give their full attention to anyone else. Once per encounter, you may expend Fury to terrify a target within 1+your Charisma modifier squares. You may terrify one such target per Fury spent, limited to 1+Tier total. The target suffers a penalty to his attack rolls against anyone but you equal to your Charisma modifier (save ends).
Victim Power
Any attacks your victim makes which do not include you suffer a penalty equal to 1+your Charisma modifier. This replaces the normal -2 penalty for being marked. You may choose to not invoke this effect if you wish.
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Hit: 1[W]+ Constitution modifier damage. Any creature whose space you shifted through takes damage equal to your Charisma bonus. Miss: You fall prone and your target may make a basic melee attack against you. Brutal Frenzy: If you are furious, on a miss, you do your Strength modifier in damage to the target or to a single creature whose square you shifted through. You still suffer the effects described above for a miss.
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Attack: Constitution vs. AC Hit: 1[W]+ Constitution modifier damage and push target 1 square, and make a Tertiary attack. Miss: Half damage. Tertiary Attack: You may shift one square and make the following attack: Attack: Constitution vs. AC Hit: 1[W] damage and push target 1 square. Special: You may choose to mark any targets you hit with this attack. If you do, they take additional damage equal to your Charisma modifier. Special: The "reliable" property only applies if you miss with the first attack. Vengeful Frenzy Savage Attack 1 You told him not to ignore you, and he did anyway. Now he's gonna pay. Everyone's gonna pay! Daily Martial, Weapon Immediate Reaction Primary Area: Melee weapon Secondary Area: Close burst 1 Trigger: A marked target makes an attack which does not include you. Requirement: You must be furious. Primary Target: One creature Primary Attack: Constitution vs. AC Hit: 3[W]+ Constitution modifier damage and target is dazed (save ends). If the target is your victim, add your Strength modifier as well. If this attack kills the target, add your Charisma modifier to the damage done by the Secondary Attack. Miss: Half damage and target grants Combat Advantage until the end of your next turn. Secondary Target: All enemies in burst. Secondary Attack: Constitution vs. AC Hit: 1[W]+ Constitution modifier damage.
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Mind Of Madness Savage Utility 2 He who battles monsters... uh... is gonna get his head womped in! And if you gaze into the abyss, you're a moron, 'cause you shoulda been lookin' at me! Encounter Immediate Reaction Trigger: You are hit by an attack which deals psychic damage. Effect: The source of the triggering attack takes half of the psychic damage you received. Finally Starting To Get Fun Savage Utility 2 Alright, the fight's moving into high gear now! Time to bring the pain! Encounter Healing Immediate Reaction Trigger: You are bloodied. Effect: You gain temporary hit points equal to one-half your healing surge value, or you may spend a healing surge.
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Haymaker Savage Attack 3 You've got places to go and people to beat up. Time to get this guy off your case. Encounter Martial, Weapon Standard Action Melee weapon Attack: Constitution vs. AC Hit: 2[W]+ Constitution modifier damage, and target is dazed until the end of your next turn. Special: You may choose to expend a move action as well as a standard action when you use this power. If you do so, increase damage to 3[W]+ Constitution modifier and the target saves against the dazed effect at -2. You...And You...And Maybe You Savage Attack 3 So many enemies, so little time... Encounter Martial, Weapon Standard Action Melee weapon Attack: Constitution vs. AC. Make three attacks, each against a different target. You may shift 1 square before or after each attack, but no more than 3 squares in total. Hit: 1[W]+ Constitution damage, and target is marked by you until the end of your next turn.
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Hit: 3[W]+Constitution modifier, the target is marked by you until the end of your next turn, and choose one: Target is blinded (save ends), target is dazed (save ends), or target takes ongoing 5 damage (save ends). Miss: Half damage and the target is marked by you until the end of your next turn. Effect: All enemies in a burst 3 which can see you suffer a penalty to their attack rolls equal to 1+your Charisma modifier when they make any attack which does not include you. This effect lasts until they hit you with an attack, you are reduced to 0 hit points, or the end of the encounter. Living Weapon Savage Attack 5 Ratmen make good clubs. Who knew? Daily Martial Standard Action Primary Melee touch Secondary Close burst 1 Requirement: You must be furious and have at least one hand free. Primary Target: One creature no more than one size category larger or smaller than you. Primary Attack: Constitution vs. Reflex. Primary Hit: 2[W]+Constitution modifier damage, and target is grabbed. Make a secondary attack. Primary Miss: Target is grabbed. Make a secondary attack. Secondary Target: All enemies in burst. Secondary Attack: Constitution vs. AC Secondary Hit: 1d10+Constitution modifier damage, and primary target takes your Strength modifier in damage. Effect: When all attacks have been resolved, you may choose to slide the primary target 3 squares or to retain the grab. If you retain the grab, at the beginning of the target's turn, it takes your Strength modifier in damage so long as it is grabbed and grants combat advantage. Reckless Rampage Savage Attack 5 You lose what little grip on sanity you may once have had, and begin to dance across the battlefield, heedless of danger. Daily Martial, Stance, Weapon Minor Action Personal Effect: You may move one square before or after using any attack power. This movement provokes opportunity attacks as usual. Whenever an opportunity attack misses you, you may deal your Strength modifier in damage to the attacker and the attacker is marked until the end of your next turn.
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Immediate Reaction Trigger: You take damage from an attack. Effect: You may immediately save against any ongoing condition a save can end. If the damage dealt was more than your Constitution, you may make two saves, either against two conditions or against the same one. Ready For Anything Savage Utility 6 Bring it on! Daily Martial Minor Action Personal Effect: Until the end of your next turn, you gain Resist (All) equal to 1+your Constitution modifier. Take One For The Team Savage Utility 6 Actually, you weren't really paying attention and just sort of knocked your ally out of the way, but if he wants to think you were being heroic, let him. Encounter Martial Immediate Interrupt Trigger: An adjacent ally is hit by a melee or ranged attack. Effect: You switch places with the ally, and the attack hits you instead. You gain 1 Fury and may mark the source of the attack.
CLASSES - SAVAGE
Standard Action Close burst 1 Target: Each enemy in burst. Attack: Constitution vs. AC. Hit: 1[W]+Constitution modifier damage, and you may either heal 5 hit points or make a saving throw.
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Takedown Savage Attack 7 You unleash everything you've got at one foe, hoping to pound his face into the dirt. At least, you think that part's his face. And you're pretty sure that's dirt. Encounter Martial, Weapon Standard Action Melee weapon Target: One bloodied creature Attack: Constitution vs. AC Hit: 3[W]+Constitution modifier damage, and may immediately spend Fury. Each point spent increases the damage by 5. Miss: You gain 1 point of Fury, and the target may make a basic melee attack against you as an immediate reaction. Fearsome Frenzy: If this attack reduces the target to 0 hit points, all enemies within 5 squares take a penalty on attack rolls against anyone but you equal to 1+your Charisma modifier until the end of your next turn. Target Rich Environment That's nice. They're all coming to see you. Encounter Martial, Weapon Immediate Reaction Trigger: An enemy moves so as to put you in flank. Primary Target: The triggering enemy. Attack: Constitution vs. Armor Class. Hit: 2[W]+Constitution modifier damage, and you may slide the target one square. Secondary Target: Any other adjacent creature. Attack: Constitution vs. Armor Class Hit: 1[W]+Constitution modifier damage. Special: You may choose to mark one of the targets you hit. Savage Attack 7
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Miss: Half damage, and target is marked. If you attack three targets and miss all three, you also gain a point of Fury. Special: Prior to making this attack, you may slide an adjacent ally 2 squares, and shift into the square he just vacated. So long as at least one of the targets you attack was adjacent to the ally before you slid him, you may use this attack. Hammer Blow Savage Attack 9 You hit your opponent so hard he forgets how to fight. Daily Martial, Reliable, Weapon Standard Action Melee weapon Requirement: You must be furious. Target: One creature Attack: Constitution vs. AC Hit: 3[W]+Constitution modifier damage, and one at-will power of the target (of your choice) becomes Recharge (5,6) (save ends). Aftereffect: The power becomes recharge (4,5,6) until the end of the encounter. Special: The creature must roll at the start of its next turn to use the power; it does not begin "charged". If the power chosen is an interrupt, reaction, or opportunity power, it may not be used until it has recharged. No creature can be hit by this power twice in one encounter.2 Rope A Dope Savage Attack 9 If you'd better understood the Ancestral text on ancient warriors, you'd understand you're the "dope" in this scenario, but understanding just isn't your thing. Daily Martial, Weapon Standard Action Melee weapon Requirement: You must be furious. Target: One creature. Attack: Constitution vs. Armor Class. You may attack up to 4 times. Hit: 1[W]+Constitution modifier damage. Miss: Half damage. Special: You must expend a healing surge to use this power. You do not gain any hit points or trigger any effects which normally occur when you spend a surge. You Ain't Gettin' Away Savage Attack 9 It doesn't matter where he runs to, you'll always find a way to get next to him. Daily Martial, Weapon Standard Action Melee weapon Requirement: You must be furious. Target: One creature Attack: Constitution vs. Armor Class Hit: 3[W]+Constitution modifier damage, and target is marked by you until the end of the encounter.
This may seem an odd caveat, but between multiclassing, a two-savage party, powers and builds that let you recharge dailies, etc, I can see a situation where this power could make a monster, especially a solo, effectively powerless by taking out multiple at-wills. The fact it's reliable makes such a strategy more likely.
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Effect: Until the end of the encounter, if the target is not adjacent to you, you do not provoke opportunity attacks if you move closer to him. If you choose to use this effect, you must end your move as close to him as possible. You gain a +4 to all defenses against terrain or zone attacks during this move.
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Hit: 2[W]+Constitution modifier damage. If this attack bloodies the enemy or reduces the enemy to 0 hit points, you may make a secondary attack. If neither occurs, you gain 1 Fury. Secondary Target: One creature Secondary Attack: Constitution vs. Armor Class Hit: 1[W]+Constitution modifier damage, and you gain 10 temporary hit points. Distracting Demonstration Savage Attack 13 It's hard for your enemies to pay attention to their surroundings when they see what you did to that guy... Encounter Martial Standard Action Melee weapon Requirement: You must be trained in Intimidate Target: One creature Attack: Constitution vs. Armor Class Hit: 2[W]+Constitution modifier damage, and target is knocked prone (save ends). All enemies within 5 squares suffer a -2 penalty to their attack rolls against anyone but you until the end of your next turn. Excruciating Assault Savage Attack 13 Well, that guy's learned a lesson about trying to sneak past you... Encounter Martial Standard Action Melee weapon Target: One creature Attack: Constitution vs. Armor Class Hit: 2[W]+Constitution modifier damage, and target is immobilized and at a -2 to all attack rolls until the end of your next turn. Special: You may use this power instead of a melee basic attack when you make an opportunity attack. Brutal Frenzy: If you are furious and use this power when you make an opportunity attack, the target takes half damage and is slowed on a miss. Leave Him Outta This! Savage Attack 13 You hadn't really noticed that guy before, but he's started attacking your gang, and his fight's supposed to be with you. Encounter Fear, Martial, Psychic Immediate Interrupt Ranged 10 Trigger: An enemy within range, not marked by you, attacks an ally. Target: The triggering enemy. Attack: Constitution+4 vs. Will Hit: 3d8+Constitution modifier damage, and the ally who was targeted by the triggering enemy can add +2 to all of his defenses against the attack. Effect: The triggering enemy is marked by you until the end of your next turn, and you gain 1 Fury. While marked by you, any time the target creature makes an attack which does not include you, you may make a melee or ranged basic attack against the target as an immediate reaction. This does not apply to the attack which triggered this power. Fearsome Frenzy: If you are furious, the target ally may add 1+your charisma modifier to all of his defenses against the triggering attack.
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Effect: Until the stance ends, you may add your Constitution modifier to your Will defense, and at the end of any move action which places you more than two squares from your starting square, you may make a basic melee attack. Special: You may choose to end this stance as a free action at the start of your turn. If you do so, remove all dazed, dominated, immobilized, restrained, stunned, or slowed conditions from yourself.
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Trip And Trample Savage Attack 17 Knock him to the ground, then dance a merry jig on his danglies. Encounter Martial, Weapon Standard Action Melee weapon Attack: Constitution vs. Armor Class Hit: 2[W] +Constitution modifier damage, and target is knocked prone. You may make a basic melee attack against the target. Brutal Frenzy: If you are adjacent to the target when he attempts to stand, you deal 1+your Strength modifier damage to him as a free action, and he must save. If he fails this save, he does not stand.
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Immediate Reaction Personal Trigger: You save against all ongoing conditions. Effect: You may immediately spend a healing surge and gain a +2 to your next attack roll.
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Exhausting Effort Savage Utility 22 You hurt yourself to make sure the other guy hurts more. Encounter Martial Immediate Interrupt Trigger: You make an attack roll and do not like the result. Effect: You expend a healing surge, but do not gain any hit points or trigger any other effects from spending a surge. You may reroll the attack with a +4 modifier. You must use this roll. Special: If you miss with the second roll, gain a point of Fury. Glad He's On Our Side Savage Attack 27 Yes, he's eight feet of slavering bloodlust with the charm of a bloodger with a migraine and the hygiene skills of a trashdisposal robot, but he's with us. Daily Healing, Martial, Stance, Zone Minor Action Close burst 5 Target: All allies in burst Effect: Until the stance ends, every time you hit with an encounter or daily power, any ally in the zone may choose to gain 10 temporary hit points as an immediate reaction. If your attack reduces a non-minion enemy to 0 hit points, all allies in the zone may spend a healing surge as a free action. Furious Frenzy: Any time an ally gains temporary hit points as a result of this power, he gains a +2 power bonus to defenses against the next attack which targets him.
I'll Take You All On! Savage Utility 22 There's more of 'em than you can count, even though you've been nicknamed "Six Fingers". Doesn't matter. They're all going down. Daily Martial, Stance Minor Action Close burst 5 Target: All enemies in burst Effect: All targets are marked by you (save ends). Until the stance ends, any time a creature marked by you makes an attack which does not include you, you may make a basic melee attack against him as an immediate reaction. If this attack hits, you may slide the target 1 square.
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Miss: Push target 1 square. He falls prone.
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Coughing Up Blood Savage Attack 23 Your powerful blow leaves your enemy regurgitating whatever internal fluids it uses, be they blood, sap, or lubricant. Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. Armor Class Hit: 4[W] damage and 10 ongoing damage. In addition, whenever the target misses with an attack roll, it takes 5 additional damage. Save ends both these conditions. Brutal Frenzy: When the target misses with an attack roll, it takes damage equal to 5+your strength modifier. Mangling Maul Savage Attack 23 Call it "External Chiropractic Asphyxiation", which is more polite than "You rip someone's spine out and then choke him with it." Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. Armor Class Hit: 4[W]+Constitution modifier damage, and target is dazed and takes 10 ongoing damage (save ends). Each time he fails the save, all of his allies within 5 squares of him take 10 points of psychic damage and you may push them 1 square from the target. Furious Frenzy: The psychic damage affects all allies of the target within 5+your Charisma modifier squares of him. Stop Hitting Yourself Savage Attack 23 You grab your enemy's weapon and redirect it at a more suitable target. Encounter Martial, Weapon Immediate Interrupt Melee weapon Trigger: An adjacent enemy makes a melee attack. Target: The triggering enemy Attack: Constitution vs. Armor Class Hit: The triggering attack instead targets any legal target of your choice (including the triggering enemy), with a +4 to the attack roll. If you rolled a critical hit with this attack, the triggering attack is a critical hit. Miss: You are at -2 to all defenses until the end of your next turn.
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Attack: Strength vs. Constitution Hit: 6[W]+Constitution modifier damage. All enemies which can see you take 10 psychic damage and are marked by you until the end of your next turn. Miss: Half damage, and all enemies which can see you are marked by you until the end of your next turn. Special: You gain 2 Fury which you can use on this attack, in addition to any other Fury you may choose to spend. Bulwark Savage Attack 25 There's something about how you just stand there laughing that makes people want to wipe that look off your face. Just let 'em try. Daily Martial, Stance, Weapon Standard Action Melee weapon Requirement: You must be furious Target: One creature Attack: Constitution vs. Armor Class Hit: 5[W]+Constitution modifier damage, and target is weakened (save ends) and marked by you until the end of your next turn. Effect: Until the stance ends, you may mark any target within your line of sight as a minor action 1/turn. This mark lasts until the end of your next turn. Any creature marked by you (by any means, not just by this power) cannot gain line of sight to any creature but you. You have a +4 to all defenses against attacks made against you by creatures you have marked. This effect ends if a marked enemy scores a critical hit against you or if you spend a healing surge. Roaring Rampage Of Revenge Savage Attack 25 With a truly terrifying bellow, you begin to storm across the battlefield, laying waste to everyone in your path. Daily Martial, Weapon Standard Action Melee weapon Requirement: You must be furious and bloodied. Effect: You shift your speed. Each time you move a square, you may make the following attack. You may not attack the same target twice. Target: One creature Attack: Constitution vs. Armor Class Hit: 3[W]+Constitution modifier damage, and target is slid one square and knocked prone. Miss: Half damage and slide target one square. Special: Before rolling damage, you may spend a point of Fury to add 1[W] to the damage done. You may not spend more than one point this way per attack roll.
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Hit: 4[W]+Constitution modifier damage, and target gains vulnerability 10 (psychic) until the end of your next turn. Crushing Force Savage Attack 27 Your enemy is caught between a rock and a hard fist. Encounter Martial, Weapon Standard Action Melee weapon Target: One creature who is adjacent to blocking terrain, such as a wall, a large tree, a statue, or any other appropriate object. Attack: Constitution+2 vs. Armor Class Hit: 5[W]+Constitution modifier damage, and target grants combat advantage until the end of your next turn. Fight's Over Here! Savage Attack 27 Hey, stupid! Yeah, you with the two heads and no brains! Get your mutant ass over here so's I can pound ya! Encounter Martial, Psychic, Weapon Standard Action Close burst 5 Target: Up to three enemies in burst that you can see Effect: Target either takes 20 points of psychic damage and suffers -4 penalty to all defenses until the end of its next turn, or you slide each target up to 4 squares, ending when they are adjacent to you. (The target chooses which effect occurs.) After all movement is done, you may attack each target. Attack: Constitution vs. Armor Class Hit: 3[W]+Constitution modifier damage, and target is marked by you until the end of your next turn. Miss: Target may choose to either make a basic melee attack against you, or shift 1 square so as to no longer be adjacent to you.
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Target: All enemies adjacent to both you and an ally (you and the target ally must both be adjacent to each target enemy) Attack: Constitution vs. Armor Class Hit: 4[W]+Constitution modifier damage and target ally may push creature up to 3 squares. The target grants combat advantage until the end of your next turn. Miss: Half damage and slide target 1 square. Effect: Until the stance ends, you may make a melee basic attack against any enemy adjacent to an ally as a free action on your turn (1/turn only). If this attack hits, the ally may push the enemy 1 square. Savagery Unleashed Savage Attack 29 You become an unstoppable force of destruction. Daily Martial, Stance, Weapon Standard Action Melee weapon Requirement: You must be furious Target: One creature Attack: Constitution vs. Armor Class Hit: 6[W]+Constitution modifier damage Miss: Half damage Effect: Until the stance ends, you cannot be slowed, immobilized, or restrained, and may stand up from being prone as a minor action. When you take a move action, you may make a melee basic attack at any point during that action.
When you spend an action point to take an attack action, your allies gain a +2 bonus on their damage rolls until the start of your next turn. They must be able to see and hear you to gain this bonus.
I Got Yer Back! (11th level)
Whenever an enemy you can see makes an attack which bloodies an ally, you may mark that enemy until the end of your next turn. Optionally, you may also spend 2 fury to perform Savage Jealousy, even if the triggering enemy is not your victim. Your victim does not change.
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GANGLEADER EXPLOITS
One-Two Punch Gangleader Attack 11 Being in between you and one of your allies is a very bad place to be. Encounter Martial, Weapon Standard Action Melee weapon Target: One creature you are flanking Attack: Constitution vs. Armor Class Hit: 2[W]+Constitution modifier damage, and a flanking ally may make a basic melee attack against the same target. Effect: If the target shifts before the end of your next turn, both you and a single ally adjacent to the target when he began to shift may make opportunity attacks. Get Him! Gangleader Utility 12 Even though it's usually more fun just to let everyone mix it up, sometimes, it's best to get the entire gang pointed in the same direction. Daily Martial, Stance Minor Action Target: Your victim. Effect: Until the stance ends, any of your allies who attack your victim may add your Charisma modifier to their attack rolls against him, and may shift 1 square as a minor action, if this will move them closer to your victim. If you change victims or the victim dies, this stance ends. Get Ready To Rumble! Gangleader Attack 20 At last, all the jibber-jabber has ended, and it's time to start fighting. With a gleeful roar, all of your boys surge forward. Daily Martial Requirement: Neither you nor your allies are surprised. Trigger: Initiative has been rolled and the first round of combat is about to begin. Effect: You gain a surprise round. You, and a number of allies equal to your Charisma modifier, may act in the surprise round. This is considered a "normal" surprise round and all applicable rules remain in force, including any immunity to surprise, special actions you can take when an enemy is surprised, etc. During this round, if you or an ally makes an attack which hits no targeted enemies, you gain a point of Fury.
HULKING BRUTE
"Me smash puny rat-men!" Prerequisite: Savage class Not every savage fits the stereotype of the mindless slab of angry muscle, but the Hulking Brute revels in it (even if it's possible he is actually a bit sharper than he likes to let on, he prefers to keep this hidden. This is pretty darn rare, though.) The hulking brute is exactly what his name says -- a huge mass of muscle that likes to crush, kill, and destroy. Most of the time, his allies just point him at the enemy, then sit back to watch the chaos.
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When you spend an action point to use an attack power, until the end of your next turn, you add your Strength modifier to all damage rolls.
Big Enuff! (11th level)
While you don't actually change size categories, you're at the upper end. Once per encounter, you may gain Threatening Reach 2 as a free action. Take this action just prior to making an opportunity attack. If you miss with this attack, this ability is not expended.
The Bigger They Are... (16th level)
Once per encounter, when you are knocked prone by an enemy attack power, all enemies adjacent to you must save or fall prone themselves.
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SCAVENGER
"I think I have something to deal with that... yes... this might do. Oh wait, that's my lunch. Ah! Here it is!"
CLASS TRAITS
Role: Controller. You have a wide range of explosives and tools which can shape the battlefield to your liking,
blasting your enemies back, denying them access to an area, or otherwise making their lives hell. Depending on your choices, you may be somewhat skilled at helping your teammates as well, or you may be concerned solely with creating the biggest explosion possible.
Power Source: Technology. Just about everything you do relies on your collection of scavenged and hand-
crafted mechanisms.
Key Abilities: Hitting a target relies on Dexterity or Intelligence. Wisdom is also important. Armor Proficiency: Cloth, Leather Weapon Proficiencies: Simple one-handed melee weapons, simple ranged weapons, military one-handed
guns.
Implement: Toolkit Bonus To Defense: +1 Reflex, +1 Will Hit Points At First Level: 11+Constitution Score Hit Points Per Level Gained: 5 Healing Surges Per Day: 6+Constitution modifier Trained Skills: Technology. From the class skills list below, pick four more trained skills at first level:
Acrobatics, Cults, Dungeoneering, Endurance, Heal, History, Insight, Nature, Perception, Thievery
Build Options: Precise Scavenger, Destructive Scavenger Class Features: Technical Mastery, Scavenger Training
Scavengers are masters of picking up any old odd bits of junk and making something semi-useful out of them. They carry uncounted bags and pouches filled with wire, metal, whirring gizmos, odd devices, crystals, and chemical concoctions. At any moment, they may toss out a small grenade, fit a heat-seeking warhead to a primitive arrow, or discharge a power capacitor in a truly devastating fashion. Scavengers also have many devices which can aid them or their allies, or provide useful tools. Two common build types for Scavengers are the Destructive Scavenger, who focuses on area effects which can reshape the battlefield and toss enemies around, and the Precise Scavenger, who just like to shoot things and is strongest with single-target attacks. It is certainly possible to mix and match aspects of both concepts. While the Scavenger's equipment is all described as devices, gadgets, machines, doo-dads, and so forth, it is not possible for him to loan any of these items to another player, or even another Scavenger. The devices are unique, personal, highly idiosyncratic, blah blah blah, but the real reason is simple game balance -- these are Powers, and they can no more be handed out than a wizard can pluck a spell from his mind and give it to the fighter.
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of bits and pieces of junk in various pockets, pouches, and sacks. Once per day per tier, a Scavenger can gain a +2 per tier power bonus on any skill check which could reasonably benefit from tools or gear. For example, a heal check might be aided by the items in a medical kit, a thievery check by a set of lockpicks, or a diplomacy check by a valuable trinket usable as a bribe. The scavenger may announce he is using this power after the skill check is rolled but before the result is announced. The scavenger may apply this bonus to a skill check he has made, or one just made by an adjacent ally.
Technical Mastery: Scavengers are masters of technology, and can get more out of it than just about
anybody. When making skill checks during a Tech Use skill challenge, a Scavenger uses Average difficulty when using an appropriate, trained, skill. In addition, a Scavenger may choose one of the following specializations:
Weaponsmith
After a short rest, a scavenger may tinker with any weapon with the Tech keyword to give it a +1 power bonus to attack or damage. This lasts until the end of the next encounter or until the next extended rest. This power does not recharge until after an extended rest. This bonus increases to +2 at 21st level.
Armorsmith
As per gunsmith, except that the scavenger can give a +1 power bonus to a single piece of armor with the Tech keyword. This increases to +2 at 21st level.
Tinkerer
Once per day, after a short rest or right after an extended rest, the scavenger can choose one of his own encounter or daily powers. He can supercharge this power in one of the following ways: It gains a +2 power bonus to attack and damage rolls, increasing to +3 at 11th and +4 at 21st. Any effect it produces which a save can end inflicts a -2 penalty on saves. The area of a burst or blast power increases by 1. A power which can be sustained as a minor action lasts one additional turn after the scavenger stops sustaining it.
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SCAVENGER TRAINING
Every scavenger is a jack-of-all-trades, capable of working with almost any kind of machine, but all have also had some special focus or passion which gives them an extra edge.
Support Training
The scavenger is especially skilled at using devices to enhance an ally's equipment or timing an attack to coincide with that of a comrade. He gains the Scavenger's Support power. Scavenger's Support Scavenger Class Feature You notice something wrong with your ally's gear. Almost in passing, you fix it. Encounter Minor Action Target: One adjacent ally. Effect: Target gains a power bonus to his next attack roll or a power bonus to a single defense equal to 1+ your Wisdom modifier until the end of his next turn.
Demolitions Training
The scavenger knows how to blow stuff up real good... and how to keep his friends from blowing up along with it. He gains the Careful Aim power. Careful Aim Scavenger Class Feature By properly adjusting the magnetic field on the CT grenade, you create a dead zone which will protect your friend from the force of the blast. Encounter Minor Action Target: One ally you can see. Effect: The targeted ally is not targeted by your next attack, even if he otherwise would be.
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Effect: This power creates a zone of frozen ground around the scavenger, which lasts until the end of the scavenger's next turn. Any creature who enters or begins their turn in the zone takes Intelligence modifier cold damage. The zone is difficult terrain and moves with the scavenger. Sustain Standard: The zone persists. Heirloom Wrist Mounted Laser Scavenger Attack 1 It looks like it's held together by sheer force of will, but it can still do the job. At-Will Implement, Laser, Technology Standard Action Ranged 15/30 Target: One creature. Attack: Dexterity vs. Reflex Hit: 2d4+Dexterity modifier fire damage. Increase to 3d4+Dexterity modifier at 11th level. Increase to 4d4+ Dexterity modifier at 21st level. Special: Using this power does not provoke opportunity attacks. Incendiary Grenade Scavenger Attack 1 First invented, it is said, by the great technician Molo Tov. At-Will Fire, Implement, Technology Standard Action Area Burst 1 within 10 Target: All creatures in burst. Attack: Intelligence vs. Reflex Hit: 1d6+Intelligence modifier fire damage. Increase to 2d6+Intelligence modifier at 21st level. Effect: The area continues to burn until the start of your next turn. Any creature entering or ending their turn in the area takes Intelligence modifier fire damage. MIRV Scavenger Attack 1 It's rumored this device allowed the ancient bard Mirv to slay a mutant beast called a gryphon. At-Will Implement, Technology Standard Action Ranged 15 Target: One or more creatures, see below. Attack: Dexterity vs. Reflex Hit: 1d4 damage, and slide target one square. Special: At first level, you may attack up to two separate targets. At 11th level, you may attack up to 3 targets and the damage increases to 2d4. At 21st level, you may attack up to 4 targets and the damage increases to 3d4. You do not add an ability modifier to the damage for this power, though you do add your implement's enhancement bonus. Shockclaw Glove Some twisted metal, some old batteries, some insulating hide... At-Will Implement, Lightning, Technology Standard Action Melee Target: One creature. Attack: Dexterity vs. Fortitude Scavenger Attack 1
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Hit: 1d6 weapon damage plus Dexterity modifier Lightning damage and push target 1 square. In addition, you may choose one enemy adjacent to the target who must then choose to be either pushed 1 or take Intelligence modifier lightning damage. The base damage increases to 2d6+ Dexterity modifier lightning damage at 21st level, and the secondary damage increases to your Intelligence modifier +2. Target Drone Scavenger Attack 1 It's a small thing, like a tiny iron bee. You just tell it who you want it to sting. At Will Implement, Technology Standard Action Ranged 20 Target: One creature Effect: The target takes 2+Intelligence modifier damage, plus your implement's enhancement bonus to damage, if any. This increases to 3+Intelligence modifier at 11th level and 5+Intelligence modifier at 21st level.
Ground Assault Scavenger Attack I You put just the right spin on the grenade to cause it to lodge below the ground. When it explodes, the area around it becomes momentarily impassable. Encounter Implement, Technology, Weapon Standard Action Area burst 1 within 10 Target: All creatures in burst. Attack: Intelligence vs. Reflex Hit: 2d6+ Intelligence modifier damage. Effect: The area of the burst becomes difficult terrain until the start of your next turn.
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Rebound Scavenger Attack I You angle your wrist laser off a reflective surface, catching a target by surprise, and distracting him so an ally can get in a telling blow. Encounter Implement, Laser, Technology Standard Action Ranged 15/30 Target: One creature Attack: Dexterity+2 vs. Armor Class Hit: 2d8+Dexterity modifier fire damage, and the target grants combat advantage to the next ally to attack him.
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Special: The cloud persists until the end of your next turn. Any creature entering the cloud who is not currently affected by the mist is attacked. Lifeleech Cable Scavenger Attack 1 Your old trainer would be dismayed to see you use a tool of healing as a weapon of war. Perhaps that's why he's dead and you're not -- he was a wuss. Daily Healing, Implement, Psychic, Technology Standard Action Primary Ranged 10 Secondary Close burst 1 Primary Target: One creature Attack: Dexterity vs. Fortitude Hit: 3d8+Dexterity modifier psychic damage, and secondary target may spend a healing surge and also gains 1d6+your Wisdom modifier temporary hit points. Secondary Target: Self or one creature in burst. Miss: Half damage, and target gains 1d6+your Wisdom modifier temporary hit points. Support Training: You may target two creatures in the secondary area. Roll only once for temporary hit points gained.
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Move Action Effect: You move your speed, ignoring difficult terrain.
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Rune of K'lay Mohr Scavenger Attack 3 From the Scrolls Of The Scavenger:"And the Second Rule Is: Thou Shalt Not Forget Where Thou Layest Thy Devices." Encounter Implement, Fire, Technology Standard Action Special See below. Primary Target: One creature Attack: Intelligence vs. Reflex Hit: 3d6+Intelligence fire damage. Miss: Half damage. Secondary Target: All creatures in a Close Burst 1 centered on the primary target. Attack: Intelligence vs. Reflex. Hit: 1d6+Intelligence modifier fire damage. Effect: Immediately after using this power, you may shift 2 squares.
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Special: When you use this power, you do not make an attack. Rather, you designate one square adjacent to you. Any creature who steps on this square before the end of the encounter triggers the attack. If you are in the blast radius, you are attacked, though you gain a +2 to defenses. Demolitions Training: The secondary area becomes a Close Burst 2. If you are within 5 squares of the target square and have LOS, you may spend a move action to trigger this attack.
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Overloaded Beam Scavenger Attack 5 Turning everything up to the maximum, and taking the time to aim carefully, you focus a devastating beam at a single target. Daily Implement, Laser, Technology Standard and Move Action Ranged 20/40 Target: One creature Attack: Dexterity vs. Armor Class Hit: 2d12+Dexterity modifier fire damage and target is blinded (save ends). Miss: Half damage and target grants Combat Advantage (save ends). Special: If you also give up your Minor Action, you gain a +2 power bonus to the attack and damage rolls.
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Effect: You may reroll the check and add your implement's enhancement bonus. You must keep the result of the second roll.
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Standard Action Area burst 2 within 15 Target: All creatures in burst. Attack: Intelligence vs. Fortitude. Hit: 2d6+Intelligence modifier thunder damage, and creature is pushed one square. The push is calculated as if the scavenger were standing in the burst target square. Effect: The zone lasts until the end of the scavenger's next turn. Any creature which begins its turn in the zone takes Intelligence modifier thunder damage and is pushed 1 square, as above. The zone is difficult terrain. Support Training: Allies in the zone have a +2 to all defenses against attacks with the thunder keyword. Warding Shot Scavenger Attack 7 Your enemy is right where you want him. Make sure he stays there. Encounter Fire, Implement, Laser, Technology Standard Action Ranged 15/30 Target: One creature Attack: Dexterity vs. Reflex Hit: 2d8+Dexterity modifier fire damage. Effect: Whenever the creature moves or shifts until the end of your next turn, you may repeat the attack as an immediate interrupt. If you hit, the target takes half damage and the move is negated. Sustain Move: The effect continues.
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Secondary Targets: All creatures in burst 2 centered on primary target. Hit: 2d8+ Dexterity modifier cold damage. Effect: Zone is difficult terrain until the end of your next turn. Any creature entering or beginning their turn in the zone takes 1d8 cold damage and is slowed (save ends). If they both begin and end their turn in the zone, they are immobilized (save ends). Sustain Minor: The zone persists. Variable Grenade Scavenger Attack 9 A few small adjustments to chemical mix and setting the right dials on the frequency tuner can have dramatic effects on explosive output. Daily Implement, Technology Standard Action Area Variable-size burst within 10, see below Targets: All creatures in area. Attack: Intelligence vs. Reflex Hit: 2d12+Intelligence modifier, 3d6+Intelligence modifier, or 4d4+Intelligence modifier damage, and target is stunned, dazed, or grants Combat Advantage Miss: Half damage and target is knocked prone. Special: When this power is used, before any dice are rolled, the scavenger must declare if he is using a small, medium, or large blast. Small: The attack affects only a single target, damage is 2d12+Intelligence modifier and target is stunned (save ends). Medium: Area is Burst 2, damage is 3d6 and target is dazed (save ends). Large: Area is Burst 3, damage is 4d4, and target grants Combat Advantage (save ends)
Demolitions Training: Add Wisdom modifier to damage for Small and Medium blasts.
Whirling Blades Scavenger Attack 9 The odd looking gun seems almost like a joke, until it sputters and spits out a series of spinning, deadly, disks which arc and whirl towards their distant targets, where they rend flesh and armor with equal ease. Daily Device, Technology Standard Action Ranged 15/30 Targets: Up to 1+Intelligence modifier creatures in range. Attack: Dexterity vs. Reflex Hit: 2d8+Dexterity modifier damage. If the target moves or shifts before the end of your next turn, it immediately takes 5 damage and then 5 ongoing damage (save ends). Miss: Half damage and target takes 5 damage if it moves before the end of your next turn.
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Effect: A dying ally gains hit points as if he had spent a healing surge. Support Training: You may use this power on an ally who has been dead for a number of rounds equal to your 1+ your Wisdom modifier. Jet Propelled Roller Skates Scavenger Utility 10 Another creation of the Ancestor's trickster coyote god. Daily Implement, Technology Minor Action Effect: Until the end of your next turn, your Speed increases by 2. You cannot move across any difficult terrain; if you are forced into difficult terrain, you stop moving and must save or fall prone. Sustain Minor: You may sustain this power as a minor action, until the end of the encounter. Phased Communications Array Scavenger Utility 10 Can you hear me now? Daily Device, Technology Special Target: One ally. Effect: During a short rest, you may attune a small communications device and give it to an ally. You may then speak to that ally as if he were adjacent to you at a distance of up to Wisdom modifier miles. You may only attune one such device per day. Reverse The Polarity Scavenger Utility 10 All we have to do is reroute the primary baryon emitter through the alternate particle grid, which will overcharge the quark coil array and thus create a counter-entropic field which should negate the... look, I push the shiny red button and something magic happens, OK? Daily Device, Technology Standard Action Target: One conjuration or zone. Attack: Dexterity vs. the Will defense of the creator of the conjuration or zone, or the encounters level+12 for automatic or mindless effects such as force fields. (The DM may adjust this defense up or down if it seems reasonable, but it should be within the normal defense range for level-appropriate creatures or traps.) Hit: The conjuration or zone is removed. Special: This power works even on conjurations or zone which do not have the Technology keyword.
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Support Training: Armor class bonus is equal to 1+Wisdom modifier.
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Fractured Beam Scavenger Attack 13 A sequence of mirrors and focusing lenses attached to the makeshift laser sends the beams scattering across the battlefield. With any luck, by this point, your comrades know when to duck. Encounter Fire, Implement, Laser, Technology Standard Action Close blast 5 Target: All creatures in blast Attack: Dexterity vs. Reflex Hit: 4d6+Dexterity modifier fire damage. Special: Targets receive no benefit from partial cover. Allies have a +2 to all defenses against this attack. Instant Minefield Scavenger Attack 13 The explosives are tiny silver spheres, no wider than a child's smallest finger. You scatter them in great handfuls around you, and wait for the fun to start. Encounter Device, Implement, Zone Standard Action Close blast 1 to 4. You choose how big to make the zone when you use this power. Effect: When entering any square in the zone, a creature may choose to expend one or two squares of movement. If it expends only one square, it takes 2d6+Intelligence modifier damage. This effect triggers each time a square is entered via a move or shift; it is not triggered by forced movement. Each time a creature takes damage from entering a square, he makes a save at -5; if the save succeeds, the zone is destroyed. Otherwise, the zone lasts until the end of the encounter. Special: The zone attacks all creatures, including you. You cannot dismiss the zone. You do add your implement enhancement modifier to the damage done by this power, even though there is no attack roll. Trenchmaker Scavenger Attack 13 The focused power of this potent grenade tears a gouging wound into the earth itself. Encounter Implement, Technology Standard Action Area Wall 4 within 10 squares Target: Each creature adjacent to or within the wall. Attack: Intelligence vs. Reflex Hit: 3d6+Intelligence modifier force damage, and the target is knocked prone. If the target is within the wall, he must save or fall 2 squares. If he saves, he is placed prone on any legal adjacent square. Effect: The "wall" is actually a pit, 2 squares deep and 1 square wide. At the end of your next turn, it collapses inwards, becoming difficult terrain. Any creature within the pit at this time takes an additional 1d10 damage and is immobilized (save ends).
Demolitions Training: Wall is 3+Wisdom modifier squares in size.
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Attack: Intelligence vs. Will Hit: 3d6+Intelligence modifier psychic damage, and target grants combat advantage until the end of your next turn. Any ally in the area gains 3 temporary hit points per enemy hit. Support Training: Allies gain 2+your Wisdom modifier temporary hit points per enemy hit. Hypnotic Pulse Scavenger Attack 15 The sound resonates in time with the heartbeat of the universe. Either it's a powerful subsonic effect, or there was something funny in those mushrooms you are last night. Daily Charm, Implement, Thunder, Technology Standard Action Ranged 15 Target: 1 creature Attack: Dexterity vs. Will Hit: 2d10+Dexterity modifier thunder damage, and the target is dominated (save ends). Aftereffect: Target is dazed (save ends). Miss: 1d10+Dexterity modifier thunder damage, and the target is dazed until the end of your next turn. Laser Wall Scavenger Attack 15 A thousand tiny mirrors position themselves on microscopic floater units, and then a single bolt of light become a thousand criss-crossing beams. Daily Conjuration, Fire, Implement, Laser, Technology Standard Action Area wall 10 within 5 squares Effect: You create a wall of laser energy, caught between floating mirrors and forming a dangerous web. The wall can be 10 squares long and up to 3 squares high. Any square containing the wall is difficult terrain. Any creature entering a square of the wall, or beginning their turn in a square, takes 2d6+Intelligence modifier fire damage. It is possible to attack the mirror matrix which makes up the wall. Only area attacks can affect a square, which is immune to any attack which does not damage objects. The wall has all defenses at 30 and 15 hit points per square. Sustain Minor: By constantly tuning and adjusting the wall, you can keep it going. The wall persists. Scattershard Grenade Scavenger Attack 15 Gravitic this and nano that... bah! Sometimes, good old black powder and steel is all you need to take down the enemy. Daily Implement, Technology Standard Action Area blast 5 within 10 Target: All creatures in blast. Attack: Intelligence vs. Reflex Hit: 4d6+Intelligence modifier damage, and slide target 1 square. Target is immobilized (save ends). Miss: Half damage and target is slowed (save ends). Demolitions Training: Target is also knocked prone.
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Standard Action Personal Effect: You gain a fly speed of 8 (hover) until the end of your next turn. Sustain Minor: You can sustain this power until the end of the encounter, or for five minutes. If you stop sustaining it or cannot sustain it, you fall and take appropriate damage. Multispectral Goggles Scavenger Utility 16 They may not be fashionable, but this bizarre mix of thermal lenses, magnetic field imagers, and radar arrays will show you just about anything you might wish to see on the battlefield. Keeping all properly aligned isn't easy, though. Encounter Device Minor Action Personal, Technology Effect: Until the end of your next turn, no creature to which you have line of sight may have concealment from you. This includes invisible creatures. Sustain Move: The effect persists. Power Beam Generator Scavenger Utility 16 It makes strange noises, spits sparks, and your skin crawls when you're near it, but this taped together device allows the tools of the Ancestors to function without draining batteries. Daily Technology, Zone Standard Action Close burst 5 Effect: Any item within the zone which relies on a UPC functions without draining charges or time. The zone lasts for five minutes or until the end of the encounter. You can dismiss it as a minor action. Tuned Negation Field Scavenger Utility 16 With the proper adjustments to the force field, you can keep an ally safe from the shockadillo's lightning. Daily Technology Minor Action Melee touch Target: One ally or self Effect: The target gains Resist 10 against a single damage type. He also gains a +2 to all defenses. This lasts for five minutes or until the end of the encounter.
CLASSES - SCAVENGER
Tertiary Targets: All creatures in close burst not already targeted. Attack: Intelligence vs. Reflex Hit: 1d6+Intelligence modifier lightning damage.
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Pocket Mortar Scavenger Attack 17 A finger in the wind... a slight adjustment to the launch vectors... and a small grenade arcs upwards, and then downwards, blasting a bunch of ratmen who thought a mere wall could protect them. Encounter Device, Implement Standard Action Area burst 3 within 20 Targets: All creatures in burst Attack: Intelligence vs. Reflex Hit: 3d8+Intelligence modifier damage, and ongoing 5 damage (save ends) Special: This power ignores any cover which is less than 5 squares high, if there is no roof or other protection. It likewise ignores any wall of less than 5 squares high. Scream Grenade Scavenger Attack 17 A low whistle heralds the arrival of this device, which emits a wail of shrill, crippling sound. The key to its functionality is an ancient data file relating to someone called Celine Dion. Encounter Implement, Technology, Thunder Standard Action Area burst 2 within 20 Targets: All creatures in burst. Attack: Intelligence vs. Will Hit: 4d6+Intelligence modifier thunder damage, and until the end of your next turn, target grants combat advantage and will fall prone if it moves more than 2 squares. Wired Armor Scavenger Attack 17 Somehow, the gargantuan mutant made it past your array of force fields, mines, and grenades, and is about to smash your head in with his club. You'll still be hurt, but he'll regret his actions. Encounter Implement, Lightning, Technology Immediate Reaction Melee touch Trigger: You are hit by a Melee attack. Target: The attacking enemy. Attack: Dexterity vs. Fortitude. Hit: Target takes 4d8+Dexterity modifier lightning damage and is pushed 2 squares. Effect: You take only half damage from the triggering attack.
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Burning Ice Scavenger Attack 19 A dozen shards of ice, frozen so cold as to be harder than steel, impact your target. He screams once from the initial attack... then begins to scream again, louder and louder, as his body rots from the inside. You smile, look at your assembled enemies, and say, "Next?" Daily Acid, Cold, Implement, Technology Standard Action Ranged 20 Target: One creature Attack: Dexterity vs. Reflex Hit: 5d6+Dexterity modifier cold damage, and 10 ongoing acid damage (save ends). Aftereffect: 5 ongoing acid damage (save ends). While the target is taking ongoing acid damage, he grants combat advantage and cannot heal damage or gain temporary hit points. Miss: Half damage, and 5 ongoing acid damage (save ends). While the target is taking ongoing acid damage, he grants combat advantage. Homing Missiles Scavenger Attack 19 Can't run. Can't hide. Will die. Daily Implement, Fire, Technology Standard Action Ranged 15 Target: Up to three creatures in range. Attack: Dexterity vs. Reflex Hit: 3d8+Dexterity modifier damage and 10 ongoing fire damage (save ends). The target loses the locked on condition. Miss: The target gains the locked on condition (save ends). Effect: At the beginning of the turn of any creature which is locked on, it is attacked again by this power. This persists until the end of the encounter or until the creature is more than 30 squares from you. You can also remove the locked on condition from any creature which he targeted with this power as a free action. Robotic Tentacles Scavenger Attack 19 This attack is +4 against Japanese schoolgirls. OK, not really. What it does do is summon a zone of writhing steel tentacles that will insert themselves into... no! Not going there! Daily Conjuration, Implement, Technology, Zone Standard Action Area burst 3 within 10 Target: All enemies in burst. Attack: Intelligence vs. Reflex Hit: Target takes 3d6+Intelligence modifier damage and is immobilized (save ends). Effect: Any enemy not immobilized who starts his turn in the zone is attacked. Special: The zone may be attacked. It has AC 32, Resist 5 all, and 50 hit points. Sustain Minor: The zone persists, and all immobilized creatures take 1d8+Intelligence modifier points of damage. Sustain Move: You may move the zone up to your Wisdom modifier squares. All immobilized creatures move along with it, retaining their relative position in the zone.
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Encounter Implement, Technology Standard Action Area burst 3 within 10 Target: All creatures in burst Attack: Intelligence vs. Reflex Hit: 2d8+Intelligence modifier damage, and slide target one square. Miss: Slide target one square Special: At the start of your next turn, you may repeat this attack. The origin square of the burst cannot be changed. Demolitions Training: You may move the origin of the second attack by one square. Fusion Beam Scavenger Attack 23 "Power up anti-matter battery... stabilize magnetic field... ionize desired path... aim... pray!" Encounter Atomic, Implement, Fire, Laser, Technology Standard Action Ranged 30 Target: One creature Attack: Dexterity vs. Fortitude Hit: 3d8+Dexterity modifier atomic and fire damage and target suffers a -2 penalty to Armor Class and Fortitude defense (save ends). Gravity Whip Scavenger Attack 23 The small tube has seen better days, and you're glad you found more duct tape to hold the UPC in place, but when the invisible force lashes your enemies across the battlefield, you know it's working. Encounter Implement, Technology Standard Action Ranged 20 Target: One creature Attack: Dexterity vs. Reflex Hit: 3d6+Dexterity modifier damage, and slide target 4 squares. Target is restrained until the end of your next turn. Mass Pulse Scavenger Attack 23 A sudden burst of gravitons crushes an enemy under his own weight, and adds heft to anything solid which might happen to hit him. Encounter Implement, Technology Standard Action Close burst 5 Target: One creature in burst Attack: Intelligence vs. Fortitude Hit: 3d8 force damage, and creature is knocked prone (save ends). All melee attacks which hit the target do +2 damage. Support Training: The damage bonus to melee attacks equals 1+your Wisdom modifier.
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Standard Action Area wall 8 within 10 Effect: You unleash a spool of nearly-invisible wire which forms a lethal fence which will last until the end of the encounter or for five minutes. If the wall forms in an occupied square , the occupant may make a saving throw; if it succeeds, he falls prone in the nearest safe square. Any creature which enters or starts its turn in a square containing the wall takes 3d8 points of damage and 10 ongoing damage (save ends). Allies know which squares contain the wall; enemies must make a DC 28 Perception check to see it, and can only make this check if they are within 2 squares. The check is a free action made the first time in a turn that they approach within 2 squares of the wall. If a creature is not aware of the wall, it may not make a saving throw to avoid forced movement that will force it to enter a wall square. Any time a wall square damages a creature, that area is marked and is known to all enemies. The wall affects enemies and allies alike. The wall does not block line of sight or effect and cannot be attacked. You can take down the wall as a minor action. HEAP Of Trouble Scavenger Attack 25 "High Explosive, Armor Piercing". HEAP. Mostly because it turns your enemies into a heap of mangled body parts. Daily Implement, Technology, Thunder Standard Action Ranged 25 Target: One creature Attack: Dexterity vs. Fortitude Hit: 6d6+Dexterity modifier thunder and weapon damage, and target is pushed 3 squares, deafened (save ends), and knocked prone. Target suffers a -4 to Armor Class (save ends). Aftereffect: Target suffers a -2 to Armor Class until the end of the encounter. Miss: Half damage, and target is knocked prone and suffers a -2 to Armor Class (save ends). Effect: All creatures adjacent to the target take 2d6 thunder damage and are deafened until the end of your next turn. Laser Storm Scavenger Attack 25 A thousand tiny projectors fly from your hands, moving in a deadly dance of death. Or maybe an opera of agony? Concert of chaos? Anyway, lasers! Everywhere! Daily Fire, Implement, Laser, Technology, Zone Standard Action Area burst 3 within 15 Target: All enemies in burst Attack: Intelligence vs. Reflex Hit: 4d6+Intelligence modifier fire damage, and target is blinded until the end of your next turn. Miss: Half damage, and all creatures not adjacent to the target have concealment until the end of your next turn. Effect: This creates a zone of whirling, spinning, slicing, lasers. Any enemy who enters or moves more than two squares within the zone provokes an opportunity attack from you. This attack is Dexterity vs. Reflex and does 2d6+Dexterity modifier fire damage on a hit. All enemies in the zone grant combat advantage to allies outside of the zone. The zone lasts until the end of your next turn. Sustain Minor: The zone persists.
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Minor Action Melee touch Effect: You summon a Medium mark X warmech in an unoccupied adjacent square. The mark X warmech has a speed of 6. It has a +4 bonus to AC and a +2 bonus to Fortitude defense, and has immune (psychic, poison, disease). You can give the mark X warmech the following special commands: Standard Action: Melee 1; targets one creature; Dexterity vs. Fortitude; 2d8+Dexterity modifier damage and target is marked by warmech until the end of your next turn. Standard Action: Ranged 10; targets one creature; Dexterity vs. Reflex; 2d10+Intelligence modifier fire damage. Opportunity Attack: Melee 1; targets one creature; Dexterity vs. Reflex; 3d6+Dexterity modifier damage.
Warp Field Generator Scavanger Attack 29 A mix of gravity generators and teleportation plates, connected by a mesh of cables and wireless relays, and directed by an ancient and powerful device known as a "wiimote". Daily Implement, Technology, Zone Standard Action Area burst 3 within 15 Target: All enemies in burst Attack: Intelligence vs. Fortitude Hit: 4d10+Intelligence modifier damage, and target is knocked prone (save ends) Miss: Half damage and target is knocked prone. Effect: You create an area which allows you to manipulate gravity and space within it until the end of your next turn. This has the following effects: If an ally starts the turn in the zone, you may teleport him to any other square in the zone or to any square adjacent to the zone as a free action. If you are in the zone, you may target yourself as a minor action 1/turn, but cannot use this power on yourself at the start of your turn. When an enemy starts its turn in the zone, you may make an attack of Intelligence vs. Will as an immediate interrupt. If you hit, you may teleport him up to 3 squares within the zone, or to the nearest square not in the zone. When an enemy starts its turn in the zone, you may make an attack of Intelligence vs. Fortitude as an immediate interrupt. If you hit, do 2d10+Intelligence modifier damage. The zone is difficult terrain for all enemies. For each enemy, you may use either of the two attacks, but not both in the same turn. You are not required to make any attack. Sustain Minor: The zone persists.
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Your allies may add your Wisdom modifier to their defenses against your attacks.
Penetrating Explosion (11th level)
When you spend an action point to use a Close or Area Scavenger attack power, you ignore any resistances possessed by the targets.
Overpowered Explosion (16th level)
Once per encounter, as a free action on your turn only, you may choose to overpower your explosions. Until the end of your turn, when you use a Close or Area Scavenger attack power you add an additional die to all damage done by such attacks. (A power which does 3d6 does 4d6, a power which does 2d10 does 3d10, etc.)
GRENADIER GADGETS
Kitchen Sink Grenade Grenadier Attack 11 So it's a fifteen foot tall, fire breathing, armor plated penguin with lightning eyes and poisonous tentacles. This calls for one of the 'specials'. Encounter Implement, Technology, three damage type keywords, see below Standard Action Area burst 3 within 15 Target: All creatures in burst Attack: Intelligence vs. Reflex Special: Prior to rolling attacks, choose any three damage types from the following list: Acid, Atomic, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder. The power now has those three keywords. Hit: The target takes 3d6+Intelligence modifier damage . The type of the damage is chosen from among the three damage types selected, based on which type it is most vulnerable to. That is, if it is vulnerable to one or more of the types, it will take damage of the type it has the highest vulnerability to. If it has no vulnerabilities or resistances to any other types, the player chooses the damage type. If it has resistances to all of the types, it takes damage of the type it has the lowest resistance to. This is determined on a creature-by-creature basis if the attack hits more than one creature, allowing a Scavenger to do fire damage to a fire-vulnerable creature and acid damage to an acid-vulnerable creature in the same attack. Controlled Demolition Grenadier Utility 12 It takes time to do it right. But that vault door is going to open. Daily Implement, Technology Short Rest Effect: You must spend a short rest studying a target object, such as a door or statue. You may spend healing surges as normal during this rest but may not use any other abilities. At the end of the period of study, the object gains Vulnerability 10 to all of your attacks until it is destroyed or you take a short or extended rest. Groundsweeper Grenadier Attack 20 It may just be a filthy patch of radioactive mud, but it's your filthy patch of radioactive mud, and no one gets to stand there unless you want them to. Daily Implement, Technology Standard Action Area burst 3 within 20 Targets: All creatures in burst. Attack: Intelligence vs. Fortitude
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Hit: 4d8+Intelligence modifier damage, and slide to the nearest square not in the area of the burst. They are knocked prone. Miss: Half damage and slide target 1 square. They are knocked prone. Effect: The area is difficult terrain until the end of the encounter.
PHOTON MASTER
"Behold! The power of light itself!" Prerequisite: Scavenger class, trusty wrist laser at-will power. Scavengers use lasers for a wide range of activities, mostly involving burning holes in people. The photon master is a true specialist at using lasers. They are often inveterate tinkerers, constantly tuning and refining their weapons, valuing precision over brute power.
When you spend an action point to use an encounter attack power which includes the laser keyword, you may immediately use that power a second time.
Precise Beam (11th level)
When you use a power with the laser keyword, targets within 5 squares of you get no benefit from partial cover or partial concealment.
Eyeshot (16th level)
Whenever you score a critical hit when using a power which has the laser keyword, the target is blinded (save ends).
CLASSES - SCHOLAR
Daily Laser, Technology Immediate Interrupt Close burst 5 Trigger: You or an ally in burst is hit by a ranged attack. Effect: Add 1+your Dexterity modifier to all defenses against that attack
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SCHOLAR
"There is some lore I know to deal with this wound. Let me share some other wisdom with you, which comes from those who came before: 'Don't kick an angry blizzard bear in the danglies if you want to live, moron!' Truly wise were the Ancestors, don't you agree?"
CLASS TRAITS
Role: Leader. You have plenty of raw knowledge, and this is supplemented with your ever-changing mix of
herbal concoctions, medical tools, and strange powders. You can apply what you know to heal an injured comrade or to strike an enemy at his weakest point. You have some knowledge of tactics and battle planning, but this is not your primary focus.
Power Source: Technology. You are not nearly as encumbered with machines as the Scavenger, but many of
your abilities rely on outside aids of some sort. This is most often a collection of carefully mixed drugs, powders, potions, and similar things, supplemented with scavenged technological items and hand-crafted tools.
Key Abilities: Wisdom. You rely on a mix of insight, perception, and lore to do your work, and blend hard
facts with psychology and manipulation. Your various mixes of drugs and chemicals are more art than science. Intelligence and Charisma are also vital. Intelligence allows you to organize facts and apply your knowledge quickly, as well as being a tool for understanding an enemies anatomy and hitting them where it hurts. Charisma enables you to get people to listen to you when you tell them to do something.
Armor Proficiency: Cloth, Leather Weapon Proficiencies: Dagger, club, quarterstaff, hand crossbow, one-handed technological weapons. Implements: A scholar's implement is the Pouch. This is a simple bag containing a seemingly infinite supply
of small items -- dried leaves, a paste made from mutated berries, a plastic bottle containing a mix of the Ancestor's healing drugs. As the scholar advances in his craft, he continually upgrades and modifies these items. A scholar's melee weapon of choice is the humble quarterstaff. It's a symbol of leadership, knowledge, and medicine, and it can be used to poke at dangerous rubble, rap a bloodger in the skull, or trip a charging cougaroid. Many scholars pick up gun proficiency relatively early, as well.
Bonus To Defense: +1 Reflex, +1 Will Hit Points At First Level: 12+Constitution Score Hit Points Per Level Gained: 6 Healing Surges Per Day: 6+Constitution modifier Trained Skills: Nature. From the class skills list below, pick four additional trained skills at first level from
the following list. Cults (Int), Heal (Wis), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Perception (Wis), Technology (Int)
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Scholars are not simple academics or ivory-tower savants. They are the lorekeepers of their tribe, the wise ones of their village, the sages of their towns. Their knowledge is practical and immediate. Unlike Scavengers, who mostly concern themselves with creating hastily patched together gimmicks from the detritus of the ruined past, scholars deal primarily with the gifts the new world provides. They are medicine men, shamans, healers, wise ones, alchemists, and chiurgeons, all rolled into one. Some utterly shun the relics of the Ancestors, others use whatever tools seem to do the job.
practical reasons for this. This focus on a single weapon deprives them of some flexibility (though of course they can use others as needed), but it does make them exceptionally skilled. Scavengers gain a +1 to melee attack rolls when using the quarterstaff.
Loremaster: Scholars know many different recipes and formulae for creating useful items from the plants
and animals of the changed Earth. They automatically know the Create Consumable technique and the Skin and Gut technique.
Deep Knowledge: You know a tremendous amount about the world. Once per encounter, when you make a
Monster Knowledge check, you may roll twice and take the higher result.
Clever Aim: You may use your Intelligence in place of Dexterity for both attack and damage rolls when
making ranged basic attacks with a technological weapon, including Advanced Materials versions of pretechnological weapons.
Tradition: Scholarly lore tends to be taught with differing foci based on the culture the scholar comes from
and the role he is expected to play within it. While all Scholars share broad sets of skills, specific traditions highlight particular aspects of the Scholar's responsibilities.
Tradition Of Healing
Your healing medicines and techniques pack a little extra punch. When you use a Scholar power with the healing keyword that requires the target to spend a healing surge, the target gains temporary hit points equal to 2 + your implement's enhancement bonus.
Tradition of Vengeance
You have shown a special interest in making sure your poisons, drugs, and acids are particularly potent. When you use a scholar power which inflicts an effect which a save can end, that save is at -1.
Tradition Of Command
Scholars are not just adjuncts or advisors; very often, they lead directly. A scholar who follows the tradition of command is skilled at manipulating the battlefield. Once per encounter as a minor action, he can slide an ally within 5 squares of him 1 square.
Battlefield Medicine: You gain the battlefield medicine power.
Battlefield Medicine Scholar Feature A reddish paste made from bloodger bone marrow can stop bleeding, and a piece of cloth from some of the Ancestor's clothing can bind the wound. Now, back into the fray! Encounter (Special) Technology, Healing Special: You can use this power twice per encounter, but only once per round. (At 16th level, you may use this power three times per encounter.) Minor Action Melee
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Target: One adjacent creature or self. Effect: The target may spend a healing surge and gain 1d6+your Wisdom modifier additional hit points. The additional hit points gained increase to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 25th level. In addition, any ally within 5 squares of the target may gain temporary hit points equal to 1+ your Charisma modifier. Increase this to Charisma modifier+2 at 6th level, +3 at 11th level, +4 at 16th level, +5 at 21st level, and +6 at 26th level. Emergency Medical Kit Scholar Feature A useful mix of the Ancestor's medicines, healing poultices, and fresh-squeezed placebo juice. Short Rest Device, Healing Effect: During a short rest, prior to an encounter, a Scholar can consume some of their supplies to create two Emergency Medical Kits. If they do so, during the next encounter, they lose one of their uses of battlefield medicine. (They may not sacrifice additional uses to make more kits.) Prior to the encounter, they can give the kits to their allies as they see fit. The ally may use the kit as a minor action, and spend a healing surge. This consumes the kit. Whether used or not, the kits are consumed at the end of the first encounter following their creation, or at the next extended rest, whichever comes first. When the Scholar is 6th level, the kits will add 1d6 to the hit points regained when used, increasing to 2d6 at 11th level, 3d6 at 16th level, 4d6 at 21st level, and 5d6 at 26th level. Using the kit on an unconscious ally is a minor action. Handing the kit to an adjacent conscious ally is a minor action. Note: This ability allows a Scholar to sacrifice some healing power (generally, 1d6+their Wisdom modifier, as well as the temporary hit points granted to others by battlefield medicine) in order to gain additional uses of healing and to allow allies who may not be close to them to heal themselves. Whether or not this is a worthwhile tradeoff depends on the allies and the likely upcoming battle.
Applied Knowledge: Scholars have access to feats with the [Applied Knowledge] tag. These feats grant useful
powers or abilities. A scholar may know as many Applied Knowledge feats as he wishes, but he may use only one per encounter.
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At-Will Healing, Technology Standard Action Melee weapon Requirement: You must be wielding a quarterstaff. Target: One creature Attack: Intelligence vs. Armor Class Hit: 1[W]+ Intelligence modifier damage, and push target 1 square. You may immediately perform a Heal check on an adjacent ally. Increase to 2[W]+Intelligence modifier at 21st level. Insult To Injury Scholar Attack 1 First, you knock your enemy down. Then, someone else whacks him on the head. At-Will Technology Standard Action Melee weapon Requirement: You must be wielding a quarterstaff. Target: One creature Attack: Intelligence vs. Armor Class Hit: Intelligence modifier damage, and the enemy is knocked prone. An ally adjacent to the fallen enemy may immediately make a basic melee attack as a free action, or you may choose to shift 1 square. Increase to 1[W]+Intelligence modifier damage at 21st level. Irksome Itch Scholar Attack 1 The dry, grey, powder explodes in a cloud in front of you, and the ratmen struggle against the sudden burning across their matted skin. At-Will Implement, Technology Standard Action Close blast 3 Target: All creatures in blast. Attack: Wisdom vs. Fortitude Hit: 2d4+Wisdom modifier damage, and targets are at -1 to all defenses until the start of your next turn. Increase to 4d4+Wisdom modifier damage at 21st level. Numbing Gel Scholar Attack 1 There's many medicinal uses for this translucent green paste, but they'll wait until you're not being attacked. At-Will Cold, Implement, Technology Standard Action Melee touch Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d6+Wisdom modifier cold damage, and target is at -2 to all attack rolls until the end of your next turn. Increase to 2d6+Wisdom modifier damage at 21st level.
CLASSES - SCHOLAR
Attack: Wisdom vs. Reflex Hit: 2d8+Wisdom acid damage, and target is slowed and cannot shift until the end of your next turn.
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Decaffeination Scholar Attack 1 No one's quite sure why it's called that... it may be some term of the Ancestors which has lost all meaning. Encounter Implement, Technology Standard Action Melee touch Attack: Wisdom vs. Will Hit: 2d6+Wisdom modifier damage, and target suffers a -2 to AC and Reflex defense and grants combat advantage until the start of your next turn. Painful Jab Scholar Attack 1 If you hit someone in the right spot, the pain will linger a long time. Encounter Technology, Weapon Standard Action Melee weapon Requirement: You must be wielding a quarterstaff. Target: One creature Attack: Intelligence vs. Armor Class Hit: 1[W]+Intelligence modifier damage and 5 ongoing damage (save ends) Tradition Of Vengeance: Target also grants combat advantage to the next creature to attack him. Weal And Woe Scholar Attack 1 Thanks to careful preparation and admixture, the same cloud which chokes your enemies invigorates your allies. Encounter Poison, Technology Standard Action Close blast 3 Target: All enemies in burst Attack: Wisdom vs. Fortitude Hit: 2d6+Wisdom modifier poison damage. Effect: All allies in burst get a +2 power bonus to their next attack. Tradition Of Command: The power bonus is equal to 1+your Charisma modifier.
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which a save can end.
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Tradition Of Healing: For each healing surge spent, the target may make a save against an ongoing condition
Corrosion Dust Scholar Attack 1 All things decay in time.... this just helps them along. Daily Implement, Technology Standard Action Close blast 3 Target: All creatures in burst. Attack: Wisdom vs. Fortitude Hit: 2d8+Wisdom modifier damage, and the target is weakened (save ends). Miss: Half damage. Effect: Until the end of the encounter, any attacks with the weapon keyword made by creatures targeted by this power are at -2 on attack and damage rolls. If the creature is a robot, android, or cyborg, or is equipped with metal armor, also reduce Armor Class by 2 until the end of the encounter. Informed Victory Scholar Attack 1 Never let it be said the teacher cannot also be the student. Watching an ally fight gives you a few useful pointers you can then share with the rest. Daily Implement, Technology Immediate Reaction Close burst 5 Trigger: An ally in the burst drops an enemy to 0 hit points. Target: Yourself and all allies in burst, except the triggering ally. Effect: All targets may immediately make a basic attack. Each attack may be made against any legitimate target of the ally's choice. Each ally adds your Intelligence modifier to their attack and damage rolls when making this attack. If this attack misses, the ally may choose to either do half damage or to shift 1 square. The triggering ally gains your Charisma modifier in temporary hit points for each ally which hits. Tradition Of Command: On a miss, an ally does half damage and may shift 1 square. Timed Strikes Scholar Attack 1 A series of small hits may do more damage than one big one, if precisely placed. Daily Technology, Weapon Standard Action Melee weapon Requirement: You must be wielding a quarterstaff Attack: Intelligence vs. Armor Class Hit: 2[W]+Intelligence modifier damage, and ongoing 5 damage (save ends). Miss: Half damage. Effect: Until the end of the encounter, as a minor action, you may make a melee attack of Intelligence vs. Armor Class against the target. If you hit, you do your Intelligence modifier in modifier damage and 5 ongoing damage (save ends). If the target is already taking ongoing damage, the creature grants Combat Advantage (save ends).
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Effect: The target regains hit points as if he had spent a healing surge. In addition, you and allies adjacent to you heal hit points equal to your 1+ your Wisdom modifier. Special: If you are bloodied, you may target yourself. You may also use this power on yourself even if you aren't bloodied, but in that case, no adjacent creatures are healed.
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Hit: 1d8+Wisdom modifier psychic damage, and grants combat advantage until the end of your next turn. You may shift 1 square. All allies within 5 squares who can see the creature heal 1d6+your Charisma modifier points of damage.
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Daily Acid, Device, Implement, Poison Standard Close burst 1 Target: One creature in burst. Attack: Wisdom vs. Fortitude Hit: 3d6+Wisdom modifier acid damage, and ongoing 5 poison damage and target grants combat advantage (save ends both) Miss: Half damage, and ongoing 5 poison damage (save ends) Effect: So long as the creature takes ongoing damage from this power, at the start of its turn, all adjacent allies of the creature are targeted by the following attack: Attack: +8 vs. Fortitude Hit: Ongoing 5 poison damage and target grants combat advantage (save ends both)
Tradition Of Healing: Target heals additional hit points equal to twice your Wisdom modifier.
Clarity Scholar Utility 6 There is so much more to the world than many perceive... you help them perceive it. Daily Device Minor Action Close burst 2 Target: All allies in burst. Effect: All of those affected by this power may add your Wisdom bonus to their Perception checks until the end of the encounter. In addition, if an invisible creature moves adjacent to them, they may make a Perception check to identify the square it is in as an immediate reaction. Confound Their Plans You confuse and distract the enemy, preventing them from moving into their desired formation. Encounter Implement, Technology Immediate Interrupt Close burst 10 Trigger: An enemy in the burst moves due to the effects of a power of an ally of that enemy. Attack: Wisdom vs. Will Scholar Utility 6
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Hit: The movement is negated, and the target is immobilized and grants combat advantage until the end of your next turn. If other creatures would move as the result of the triggering power, they do not move, but suffer no other effects. Tradition Of Command: You may slide the target your 1+your Charisma modifier squares. Glow Powder Scholar Utility 6 The violet dust hangs in the air, clinging to anyone who passes through it. Encounter Implement, Technology, Zone Standard Action Close blast 5 Effect: The zone provides dim illumination in a burst 5, measured from the zone's center. In addition, any creature starting their turn in the zone or moving through a square of the zone may not gain concealment (save ends). Invisible or concealed creatures in the zone immediately lose that status and may not regain it (save ends). The zone lasts until the end of your next turn. Sustain Minor: The zone persists. Unusual Application Scholar Utility 6 You have a flash of insight that leads to an unusual way to apply your knowledge. Daily Free Action Personal Effect: When you are in a skill challenge, you may pick one skill in which you are trained. If the skill is currently a secondary skill for the challenge, it becomes a primary skill for the remainder of the challenge. If the skill is not normally applicable to the challenge, it becomes a secondary skill for the remainder of the challenge. The DM may choose to overrule this and instead grant you one automatic success for Difficulty 1-3 skill challenges, or 2 automatic successes for a Difficulty 4 or higher skill challenge. It is recommended that if you use this power, you make some effort to justify the unusual skill use.
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bonus to all attacks and damage rolls made until the end of your next turn, not just their next attack.
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Tradition Of Healing: Any ally who loses the bloodied condition as a result of this power may add the above
Corral Scholar Attack 7 Hasty sweeps, jabs, and pokes move your enemies into perfect position for an ally to deal with them. Encounter Device, Weapon Standard Action Close Burst 2 Requirement: You must be wielding a quarterstaff Target: All enemies in burst. Attack: Intelligence vs. Armor Class Hit: 1[W]+Intelligence modifier damage, and slide target 1 square. A single ally within 10 squares of the target may immediately make a basic attack against that target. Tradition of Vengeance: Any target hit by the basic attack triggered by this power falls prone. Forgetfulness Scholar Attack 7 A spray of fine powders and a sparkling, spinning, gem grab your foe's attention, and he loses track of the world. Encounter Charm, Implement, Psychic, Technology Standard Action Close burst 2 Target: One creature in burst. Attack: Wisdom vs. Will Hit: 2d8+Wisdom modifier psychic damage, and target is dazed until the end of your next turn. All creatures marked by the target are no longer marked. Offer Of Assistance Your analysis of the enemy allows you to distract and befuddle him just as an ally's attack hits home. Encounter Implement, Psychic, Technology Immediate Interrupt Ranged 10 Target: One enemy in range. Trigger: An ally attacks the target enemy. You must have LOS to both ally and enemy. Attack: Wisdom vs. Will Hit: 2d6+Wisdom modifier psychic damage. Effect: The ally is considered to have combat advantage against the enemy. Scholar Attack 7
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concealment to those within it and blocks line of sight. The zone lasts until the end of the encounter and cannot be moved or dismissed. Any creature who begins and ends their turn in the zone suffers a -2 to Armor Class until the end of the encounter.viii Directed Assault Scholar Attack 9 Within the thick of the fray, you call out constant advice and directions, telling your allies how avoid the foe and tend their wounds. Daily Healing, Technology, Weapon, Zone Standard Action Close burst 1 Requirement: You must be wielding a quarterstaff Target: All enemies in burst Attack: Intelligence vs. Armor Class Hit: 2[W]+Intelligence modifier damage, and target grants combat advantage (save ends) Miss: Half damage, and target grants combat advantage until the end of your next turn. Effect: This power creates a Burst 3 zone centered on you. Until the end of the encounter, all allies within this zone gain a +2 power bonus to all defenses. If an ally in the zone makes no attacks during their turn, they may heal 1d6+your Charisma modifier hit points at the end of their turn. Lethal Blow Scholar Attack 9 Some underestimate the power of knowledge. You know, however, that knowing where to strike is more important than striking hard. Daily Technology, Weapon Standard Action Melee weapon Requirement: You must be wielding a quarterstaff Target: One creature Attack: Intelligence vs. Armor Class Hit: 2[W]+Intelligence modifier damage, and ongoing 5 damage and target is dazed (save ends both). Aftereffect: Target is dazed (save ends). Aftereffect: Target grants combat advantage (save ends). Miss: Half damage and ongoing 5 damage (save ends) Aftereffect: Target grants combat advantage (save ends). Paranoia Powder Scholar Attack 9 You makes your enemies unable to distinguish friend from foe, battling real and false enemies with equal vigor. Daily Fear, Implement, Psychic, Technology Standard Action Close blast 5 Target: All enemies in blast Attack: Wisdom vs. Will Hit: 2d6+Wisdom modifier psychic damage, and target is paranoid (save ends) Miss: Half damage, and target may not make an attack action on his next turn. Effect: Paranoid creatures cannot distinguish friend from foe. If they take an attack action, they will use only atwill abilities, and they will randomly choose among possible targets. They may choose which at-will power to use, but must choose a power which has at least one legal target, if such a power exists. If they cannot attack anyone or choose not to attack anyone, they take 2d6+your Wisdom modifier psychic damage.
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Effect: You may add your Intelligence modifier instead of your Charisma modifier to Diplomacy or Streetwise checks. Defensive Tactics Scholar Utility 16 By focusing on the attacks of your enemies, you can help keep your allies safe from harm. Daily Healing, Stance, Technology, Zone Minor Action Close burst 3 Target: Self and all allies in burst Effect: Until the stance ends, you can grant yourself or an ally in the zone a +2 to all defenses as an immediate interrupt triggered by them being hit by an attack. This bonus applies only to the triggering attack. The zone moves with you so long as you maintain the stance. Each time this ability negates an attack, all allies in the zone regain 5 hit points. Extended Dose Scholar Utility 16 You know how to get the most out of any item. Encounter Technology Immediate Interrupt Personal Trigger: You use a consumable item with the ablative property. Effect: The item automatically succeeds on its first ablative save and has a +2 bonus on its second ablative save. This applies whether you use the item yourself or on another creature. Regeneration Dose Scholar Utility 16 The Ancestors feared a great demon-spirit called "inshuranz", which would destroy them if they spent too long in their halls of healing. These drugs helped them with that. Encounter Healing, Technology Minor Action Melee touch Target: Self or one creature Effect: The target may immediately spend a healing surge, and gains Regeneration 10 for a number of turns equal to 1+your Wisdom modifier.
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Encounter Fire, Implement, Technology Standard Action Area burst 2 within 10 Target: All enemies in burst. Attack: Wisdom vs. Reflex Hit: 3d8+Wisdom modifier fire damage, and ongoing 10 fire damage (save ends).
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Pressure Point Scholar Attack 17 Your enemy has no idea how badly he's been hurt until he tries to hurt someone else. Encounter Technology, Weapon Standard Action Melee weapon Requirement: You must be wielding a quarterstaff Target: One creature Attack: Intelligence vs. Armor Class Hit: 2d10+Intelligence modifier damage, and every time the target creature takes a standard action, it takes 10 damage (save ends). Vulnerability Probe Scholar Attack 17 When you see what works against a foe, you can make sure it keeps working. Encounter Technology, Implement or Weapon Standard Action Melee weapon or touch Requirement: If you attack Armor Class, you must be wielding a quarterstaff Target: One creature Attack: Intelligence vs. Armor Class or Wisdom vs. your choice of Fortitude, Reflex, or Will Hit: 2[W]+Intelligence modifier damage (weapon) or 3d8+Wisdom modifier damage (implement), and the creature suffers a penalty to the targeted defense equal to 1+your Intelligence or Wisdom modifier and a -2 penalty to all other defenses (save ends).
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Repulsive Odor Scholar Attack 19 According to teaching songs of the Ancestors, the primary ingredient of this foul substance is both "good for the heart" and composed of "a magical fruit". Daily Implement, Poison, Technology, Zone Standard Action Close burst 3 Target: All enemies in burst Attack: Wisdom vs. Fortitude Hit: 2d10+Wisdom modifier poison damage, and push target 1 square Miss: Half damage Effect: This creates a zone in a close burst 1, which moves with the scholar. Any enemy starting its turn in the zone takes 2d6 poison damage. Any enemy in the zone is at a -2 to all attacks and defenses. Rile Up The Mob Scholar Attack 19 A great philosopher among the Ancestors wrote of the "2 Minute Hate". He had a lot of useful ideas. Daily Implement, Technology, Weapon Standard Action Melee weapon Requirement: You must be wielding a quarterstaff Attack: Intelligence vs. Armor Class Hit: 3[W]+Intelligence modifier damage, and the creature is weakened (save ends). Miss: Half damage, and the creature grants combat advantage until the end of your next turn. Effect: Once per round, after successfully hitting the target, an ally may choose to deal extra damage equal to 5+your Charisma modifier. This effect lasts until the end of the encounter or until no ally successfully hits the target for an entire round.
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the start of his next turn, he may spend a healing surge and regain all hit points, as well as ending all conditions on him which a save could end. Due to the lingering effects of the hyper-healing, he gains 10 temporary hit points at the start of his turn until the end of the encounter. Terrain Mastery Scholar Utility 22 By carefully studying the area and constantly analyzing the flow of battle, you can call out useful advice to your allies even as they duck, weave, and dodge across the field. Daily Technology Standard Action Personal Effect: Until the end of the encounter, all allies within 10 squares of you whom you can see and who can hear you may shift 1 square at any point during a standard move. This does not count against normal squares of movement, and this shift ignores difficult terrain. Toughening Salve Scholar Utility 22 This thick paste looks vile and smells worse, but after you rub it into your skin, your flesh becomes hard enough to break the thorns of a tumblebleed. Daily Technology Short Rest Personal Effect: You create three doses of a special salve which can temporarily increase a creature's toughness. You may distribute these salves to your comrades as you see fit. They will last until used in an encounter or until the next extended rest. When used as a minor action, they grant a +4 ablative bonus to armor class and fortitude defense. (See page 336 for rules on ablative effect.) Tradition Of Healing: The salve also grants 10 temporary hit points. Weak Spot Scholar Utility 22 "The dark purple smudge by its third arm!", you call out, and your allies try to aim their blows where it will hurt the most. Encounter Technology Minor Action Close burst 15 Target: One creature in burst that you can see Effect: All attacks against the target creature have their critical range increased by 1 (save ends). Aftereffect: Until the end of the encounter, when the creature grants combat advantage, attacks against it have their critical range increased by 1.
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Hit: 3d8+Wisdom modifier psychic damage, and at the start of its turn, target most make a save. If the target succeeds on the save, it is dazed for the remainder of its turn. If it fails, it is dominated and the Scholar may choose its action. A normal save at the end of the turn is made to end the effects of this power. Clinging Mists Scholar Attack 23 Dried tree sap, acid ant glands, and memory plastics combine to form a flowing substance which is part cloud, part ooze. Encounter Acid, Implement, Technology, Zone Standard Action Close blast 5 Target: All enemies in blast Attack: Wisdom vs. Fortitude Hit: 2d10+Wisdom modifier acid damage Effect: This creates a zone filled with a yellowish substance that shifts between vapor and liquid forms, which lasts until the end of your next turn. Any enemy who enters or moves in the zone is slowed and grants combat advantage (save ends both). Any enemy which begins its turn in the zone takes 1d10 acid damage. The zone is difficult terrain for all creatures. Tradition of Vengeance: Add your Wisdom modifier to the damage done when a creature begins its turn in the zone. Defeat Into Victory Scholar Attack 23 You wince as an ally takes a serious blow, but you spy a way to turn the game around. Encounter Healing, Implement, Technology Immediate Reaction Trigger: An ally within 15 squares that you can see is critically hit. Primary Target: The triggering ally Effect: The target may spend a healing surge and regain an additional 2d8 hit points. Secondary Target: The source of the attack which hit the triggering ally. Attack: Wisdom vs. Will Hit: Until the end of your next turn, the first time each ally hits the creature, they add your Wisdom modifier to their damage roll, and they regain hit points equal to 5+your Wisdom modifier. Punishing Prod Scholar Attack 23 You continue to direct a pest away from you and towards your allies. Encounter Implement, Technology, Weapon Standard Action Melee weapon Requirement: You must be wielding a quarterstaff Target: One creature Attack: Intelligence vs. Armor Class Hit: 2[W]+Intelligence modifier damage, and push target 1 square. If the target ends adjacent to an ally, that ally may make a melee basic attack as a free action, adding your Wisdom modifier to the attack and damage rolls. Effect: Until the end of your next turn, if the target creature moves adjacent to you, you may push it 1 square as an immediate interrupt, and an ally adjacent to it may make a melee basic attack as a free action. This attack does not gain bonuses.
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Tradition Of Command: If you hit with this power, after you push the target creature, two adjacent allies
may make melee basic attacks instead of one. Both get the bonus to their attack and damage rolls. This does not apply to the "Effect" of this power.
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Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 3d12+Wisdom modifier fire damage, and all enemies adjacent to the target take 2d6+Wisdom modifier fire damage. Miss: Half damage Effect: Ongoing 15 fire damage (save ends). Aftereffect: Ongoing 5 fire damage. Ongoing damage ignores fire resistance. If the creature dies, anyone entering its space takes 3d6 fire damage until the end of the encounter.
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You gain a +2 power bonus to all active Perception checks. You may ignore partial concealment on all creatures within 1+Wisdom modifier squares.
Visionary Action (11th Level)
When you spend an action point to make a close or area attack, one of the creatures hit by the attack (your choice) is also dazed until the end of your next turn.
Lingering Effects (16th Level)
If a creature successfully saves against a "save ends" effect you used against him on the first saving throw it rolls, it grants combat advantage until the start of its next turn.
VISIONARY GADGETS
Visions Of War And Peace Visionary Attack 11 The cloud of mixed chemicals and drugs has random, but useful, effects on those it envelops. Encounter Illusion, Implement, Poison, Psychic, Technology Standard Action Area burst 2 within 10 Targets: All enemies in burst. Attack: Wisdom vs. Will Hit: 2d10+Wisdom modifier psychic damage. If the attack roll was even, target is filled with visions of enemies attacking them until the end of your next turn. So long as the vision persists, they are at -2 to all defenses, are limited to at-will powers, and must include the nearest creature to them (ally or enemy) in all attacks. If the attack roll was odd, the target sees calming and pleasant visions until the end of your next turn. So long as these visions persist, the target is at -2 to all attacks and is weakened, and they cannot take attack actions if they begin the turn with no enemies adjacent to them. Delusional Might Visionary Utility 12 It is said that you can accomplish anything if you don't know you can't. Encounter Charm, Implement, Technology Standard Action Melee touch Target: One ally in range. Effect: Even when the target misses, he believes he has hit. Any power that triggers on a hit and which benefits the target takes effect, such as gaining temporary hit points on a hit, or being able to shift 1 after a hit. No effects are triggered on the target(s) of the attack or on any other creatures. If the attack normally has a miss effect, this occurs, but the attack is considered a hit for purposes of other powers. This lasts until the end of the encounter or until the target is reduced to 0 hit points. Pursuing Terrors Visionary Attack 20 The ultimate bad trip, and usually a fatal one. Daily Poison, Psychic, Implement, Technology Standard Action Close burst 3 Target: One enemy in burst. Attack: Wisdom vs. Will. Hit: 3d10+Wisdom modifier damage, and the target creature is hounded and harassed by hideous visions (save ends). So long as the effect persists, the target takes 10 psychic damage at the start of its turn, and you can choose to shape the vision as a free action, choosing one of the following effects:
CLASSES - SCHOLAR
Menacing Vision: You may slide the creature up to 2 squares. Confounding Vision: All enemies have partial concealment from the creature. Constricting Vision: The creature is immobilized. Realistic Vision: The creature's next save against this power is at -2. Miss: Half damage, and the visions last until the end of your next turn.
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WAR SURGEON
You'll live. Prerequisite: Scholar class, battlefield medicine class feature. All scholars are reasonably good at scooping up spilled organs and putting them back in mostly the right place. War surgeons are scholars who specialize in keeping their comrades alive, even as plasma grenades explode around them. You can perform acts of healing that would seem like miracles to the ignorant, and you do it even in the midst of an ongoing battle.
When you use a Heal check to grant an ally a saving throw, they may roll twice and take whichever roll they prefer. During a short rest, each time an ally spends a healing surge, they may add your Wisdom modifier to the amount healed.
Healing Action (11th level)
You may spend an action point to use battlefield medicine as a free action. This does not count against the normal limit of using it once per round or the normal limit of uses per encounter.
Continual Healing (16th level)
Whenever you use a power which caused an ally to spend a healing surge, at the start of that ally's next turn, he either heals an additional 10+your Wisdom modifier hit points, or can make a saving throw against any condition a save can end. If this save succeeds, the condition does not affect him this turn.
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Effect: The target immediately saves against all ongoing conditions which a save can end, and gets a +2 to all saving throws made to end ongoing conditions until the end of the encounter. Back To The Line Of Battle Battlefield Surgeon Attack 20 It's not enough to just patch 'em up.... they've got to get back there and fight! Daily Healing, Technology, Stance Minor Action Personal Effect: Until the stance ends, any time you use a power which allows an ally to spend a healing surge, that ally may make a basic attack as an immediate reaction. If this attack hits, the ally gains temporary hit points equal to 5+your Charisma modifier.
SURVIVALIST (RANGER)
Survivalists have a stereotyped reputation as surly, laconic, grim-faced folk with a perpetual three-day growth of stubble, and the men are even worse. (Ba dum BUM!) This image is not entirely unfounded, but the class can include community-minded folk who patrol the wilds just beyond the walls, special agents, elite troops, and explorers more interested in knowledge than violence, but good enough at the latter to survive long enough to acquire the former.
GUNSLINGER RANGER
The gunslinger ranger wields a pistol in one hand and a melee weapon in the other, switching between the two with astounding skill. He is well suited to the battlefields of the future, where attacks can come from any direction at any time. He is especially skilled at punishing foes who think they get to decide the shape of the battle, making it dangerous for them either to approach him or to move away. Gunslinger rangers usually take the Blade And Blaster fighting style.
Recommended Fighting Style: Blade and Blaster. Recommended Feat: Bayonet Mastery (Human bonus feat: One Bullet Left)
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Special: A gunslinger ranger needs a gun, after all. A gunslinger ranger can buy any 1-handed gun with
which he is proficient at the cost noted in parenthesis. Even if the "The Second Amendment Option" (see page 274) is not being used, a special exemption is made if this build is allowed. If guns of any sort are rare, the DM and the player should discuss where the character gained the weapon and otherwise work it into the background.
BEAST COMPANIONS
Survivalists who travel in the dangerous wilderness of Earth Delta need a friend at their side who is more than capable of dealing with the threats which now fill the world. While a bear or a cat may be a fit companion for one who only has orcs and dragons to worry about, survivalists in a world of mutants and robots need some more options! (Of course, there is nothing wrong with using existing animals as-written and reflavoring them; the mutant beasts here are designed to be balanced, and could work just as well as extradimensional or magical entities in a class fantasy game.) In order to maximize rules compatibility, these creatures fall into the same categories as existing beasts.
FLICKERCAT (CAT)
The flickercat can psionically shift itself into and out of reality, allowing it to surprise foes or avoid attacks. Slightly smaller than most hunting cats, it makes up for this with its unique abilities.
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The flickercat does only 1d6 damage with its claws. It may also use one of the following powers per encounter. (It gains both abilities, but once it has used one in an encounter, it may not use the other until after a short rest.) Flickering Charge Flickercat Encounter Power The cat leaps at the foe, shimmers, and is gone... only to appear instantly next to the foe, its teeth in its neck. Encounter Martial Standard Action Melee weapon Target: One creature. Attack: Claw; level+4 vs. AC, 1d6+Dexterity modifier damage. Special: Prior to making the attack, the flickercat teleports up to its move. It must end adjacent to the target. It has combat advantage for this attack. Flickering Defense Flickercat Encounter Power The crazed robot whips its buzzsaw-arm at the flickercat, who is suddenly not there. Encounter Martial Immediate Interrupt Trigger: The flickercat is hit by a melee attack. Effect: The flickercat teleports to any square adjacent to the one it currently occupies. Special: If the flickercat uses this power, the survivalist who commands it may not take a move action on his next turn.
SKYFANG (RAPTOR)
The skyfang is a large flying snake with a mouth full of razor teeth, known for its strange method of "Swimming" through the sky by lashing its serpentine body. It has no wings, but flies via psychokinetic force. As compared to the Raptor, it has a Strength of 10 and a Wisdom of 14. It's AC is 13+level and its Reflex 15+level. Its melee basic attack is a bite. When the skyfang scores a critical hit with its bite attack, it injects a paralytic poison, slowing the target until the end of the skyfang's next turn.
EXPLOITS
All kind and manner of new exploits. Many involve guns. Some don't.
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Effect: Use this power just before you make an attack with a ranged weapon which has the Rapid Fire property. For each target you attack, you expend 2 shots in addition to any consumed by the power, and the power gains the Rattling keyword.
WASTELORD (WARLORD)
It takes a special kind of man, or woman, or hermaphroditic sapient jellyfish, to take command in the mad world of Earth Delta -- but someone has to. Wastelords are those who rise to power based purely on skill and charisma, not political connections or inherited wealth. A wastelord may be an idealist seeking to remake the old world, a visionary seeking to build a better new world, a brute who only wants power for himself, or a calculating commander who sells his services and those of his followers to the highest bidder. The Wastelord is the Earth Delta version of the Warlord, and the Warlord can be used as-written in Earth Delta. Wastelords have full access to any powers, feats, and so on which they would be qualified to take as a Warlord.
RUTHLESS WASTELORD
"Harsh" may be an overused word when it comes to describing the world after the Cataclysm, but it is often the only word which fits. The Ruthless Wastelord knows that sacrifices must be made and that none can be spared. He may be a calculating commander carefully weighing the odds and choosing the risks, or he may be a passionate demagogue demanding sacrifice from his followers and blood from his enemies.
COMMANDING PRESENCE
You may select the following as a Commanding Presence. You do not need to take the Ruthless Wastelord build to select this feature.
Ruthless Presence
When an ally spends as action point to take an attack action, and that action bloodies one or more opponents, he may make an additional basic melee or ranged attack against any of the opponents he bloodied. (If his basic attacks include multiple targets, other creatures may be included but at least one target must be a creature bloodied by the prior attack.) The ally may add the warlord's Charisma or Intelligence bonus to both his attack and damage rolls when making this attack. If the attack hits the primary target, the ally may also spend a healing surge. If the attack misses, the ally grants Combat Advantage to the target enemy until the end of the allies next turn.
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PARAGON PATHS
The following Paragon Paths are not directly tied to a single class or race, and so are presented here on their own.
REBORN SOLDIER
"This is my rifle. There are many like it, but this one is mine.
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Prerequisite: Mercenary, Survivalist, or Wastelord; Unchanged Human or Mutant Human; proficient with military two-handed technological guns The Reborn Soldier fights with the weapons and techniques of the Ancestors, utilizing the ancient weapons he has scavenged from the ruins. He considers himself the vanguard of the return of a world of order and civilization, though he may range widely in exactly what form that new civilization may take. Some Reborn Soldier seek to restore the old world as perfectly as possible, while others seek to make a new and (in their opinion) better world, but all believe in ending the chaos that defines Earth Delta and that technology is a viable and moral tool for making a better world. While the path of the Reborn Soldier is limited to unchanged humans and mutant humans, this does not mean that all followers of this path are prejudiced against other forms of sapient life; some are, some aren't. There are as many visions of a new world as there were creeds and philosophies in the old.
When you spend an action point to take an attack action using a two-handed technological gun, you may roll two dice and use whichever die you prefer (if the action requires multiple attack rolls, you must declare you are using this feature before you roll, and this applies only to a single attack roll of the set). If both die rolls would have hit the target, you do an extra [W] of damage to that target.
Close Quarters Fighting (11th level)
You may use a 2-handed technological gun to make opportunity attacks in melee. This is considered a +2 proficiency weapon which does 1d8 damage, increasing to 2d8 at 21st level. Add the weapon's enhancement bonus to attack and damage rolls, if any. When using an attached weapon, you gain a +2 power bonus to all attack and damage rolls, and you score a critical hit on a 19-20.
Formation Fighting (16th level)
At the start of your turn, you may choose to either give all allies adjacent to you a +1 power bonus to their Armor Class and Reflex defense, or you may choose to gain a +2 power bonus to damage rolls if there is more than one ally adjacent to a target.
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Spoiler Shot Reborn Soldier Utility 12 A hasty attack ruins an enemy's attempt to take advantage of an ally's tactical blunder. At-Will Martial, Technology, Weapon Immediate Interrupt Ranged 10 Requirement: You must be wielding a 2-handed technological gun Trigger: A non-adjacent enemy within range makes an opportunity attack against an ally. Effect: Expend a charge or round. The target enemy suffers a -2 to his attack roll. You must declare you are using this power before the attack is rolled. Effective Shot Whatever kind of shot you need, that's the kind of shot you take. Daily Martial, Technology, Weapon Standard Action Ranged weapon Target: One creature Attack: Dexterity vs. Armor Class Hit: 3[W] +Dexterity modifier damage, and choose one of the following: Power Shot: +1[W] damage Bleeding Shot: 10 ongoing damage, save ends. Eyeshot: Target is blinded until the end of your next turn Crippling Shot: Target is slowed (save ends) Deep Tissue Wound: Target is weakened (save ends) Miss: Half damage and target grants combat advantage (save ends) Reborn Soldier Attack 20
SKILLS - INTRODUCTION
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Skills
Even in the radioactive and mutated future, you need skills to pay the bills.
INTRODUCTION
For the most part, the standard 4e skills work here. Stealth is stealth and Bluff is bluff, no matter the setting. Only a few minor changes are needed.
NEW SKILLS
There is are two new skills introduced to the game (at this point): Cults and Technology.
CULTS (INTELLIGENCE)
Cults covers knowledge of the various Cataclysm Cults, the strange sects, orders, and movements which have sprung up in the years since the Disaster. This skill can be used to remember facts about a specific cult, or to gain knowledge about any monster with the Cultist keyword. A character who is trained in Cults should get some benefit when trying to impersonate a member of a Cult or when using Diplomacy or other Charisma based skills with them. In most ways, this skill replaces Religion.
HISTORY
History covers both the world as it is, and the world as it was. While knowledge of History does not allow puzzling out of devices (that's Technology), it does allow you to attempt to read some forms of Ancestral, even if you're not fluent in the language. Someone trained in History may make a skill check against DC 15 at Heroic tier, DC 20 at Paragon tier, and DC 25 at Epic tier to read signs, wall markings, and so on. (The scaling DC assumes the characters are adventuring in progressively more dangerous sites, and that the writings involved are more obscured or more technical. Being able to puzzle out a stop sign (Heroic tier) is easier than deciphering "Danger: Quantum Flux Energies. Do Not Enter Unless Wearing Class-VI Protective Gear!". The DM should adjust the DCs as needed for balance and verisimilitude.)
TECHNOLOGY (INTELLIGENCE)
Technology is a Knowledge skill, and covers all aspects of science and machinery, such as identifying a gun, knowing the difference between a cleaning 'bot and a Murder Machine, or repairing a broken windmill.
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Technology is used for Monster Knowledge checks for any monster with the "Robot" or "Android" keywords. Technology Skill can represent extensive formal training, time spent in a monastery studying the lost arts, hands-on experience working with old items, or a strangely ritualistic knowledge based on treating old books and blueprints as almost mystical items. If a character is trained in Technology, it can be good to think a minute about how he learned it and how he understands the mysterious relics of the Old Ones. In most ways, this skill replaces Arcana.
HEALING MACHINES
Someone with the Technology skill can heal damaged robots or androids. This has the same DCs as the Heal skill.
CHANGED SKILLS
Most skills work exactly as they did before. A few notes:
BLUFF
The fine art of deception has not altered much with the destruction of civilization, which a cynical man would claim proves civilization has not been destroyed. As I'm sure is clear to anyone who has read this far, I am a cynical man. However, one thing which must be brought up is the use of Bluff to disguise oneself. (I could put in a long rant here about 4e's overloading of skills, which makes Boris Karloff into the world's greatest liar and master forger, but I won't.) Most mutations are clearly visible, even when inactive or passive. As a general rule, it is far easier to add the appearance of mutation than to cover one up; creating a false armor shell that can pass a casual glance is simpler than covering up a real one. Likewise, it is very difficult for a mutant bear to pass as a mutant human, even an exceptionally hirsute one. While it would be tempting to include a "disguise modifier" with each and every mutation, and some feats to mitigate these effects, etc, again I must bow to the design ethos of 4e, which is to keep it simple. So then: Quick Mutation Disguise Modifiers Description Add a mutation Disguise a mutation Cross-Race1 Cross-Kingdom2 Modifier -1 -2 -3 -6
1 Any mutant animal to other mutant animal, or to mutant human, or to human, or vice-versa 2 Human, Mutant Human, or Mutant Animal to Plant, or vice-versa
The DM is urged to treat this as a guideline, and apply some measure of logic, reason, common sense, and dramatic sense. See "Rant The First", page 347.
DUNGEONEERING
This skill covers more than just underground complexes where unrelated monsters lurk patiently in ten by ten rooms waiting for adventurers. The world of Earth Delta is covered with ruined cities and lost complexes, and this skill applies there, as well. Any man-made structure now abandoned to the elements or forgotten by time is covered by the Dungeoneering skill. Of course, there's plenty of actual underground places as well, from huge cave complexes caused by the shifting continents to entire underground settlements, some still inhabited by the descendants of their founders, some taken over by encroaching newcomers.
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HEAL
This skill works equally well on humans, mutant humans, and mutant animals. Making heal checks on plants requires the Nature skill. Making heal checks on Robots or Androids requires the Technology skill.
NATURE
Nature covers knowledge of mutations and their likely effects. Nature is especially useful when dealing with monsters of other types who have a mutation template attached to them -- a high Cults knowledge might identify a member of the Children of Fire cult, but it will take a Nature check to realize that the pulsating red scar on his hand indicates he can fire bolts of pure radiation. Nature can also be used to identify irradiated zones, and is key to manufacturing herbal concoctions. Nature can also be used to heal plants, where it works exactly like the Heal skill.
GENERAL RULES
Unless otherwise noted, a Skill Technique requires you to be trained in the relevant skill(s). Skill Techniques are noted as being At-Will, Encounter, or Daily. At-Will skill techniques are considered to be very simple; they can be tried without knowing the technique, but at a -5 penalty. Some techniques require the expenditure of resources; if the technique is stopped partially through (for example, a combat erupts while a Scavenger is trying to build a laser gun), no resources are expended but the time spent is lost. If the technique is completed but fails (see individual technique), the resources are still expended unless otherwise noted. Techniques are defined much like powers, but there are a few additional keywords:
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A cooperative technique allows others to aid. Follow the normal rules for Aid (DC 10+1/2 level of primary skill user; a failure means a -1 penalty to the roll instead of a +2 bonus.) If there is a number following cooperative, such as "Cooperative (2)", that is the maximum number of people who may aid. People aiding do not need to be trained in the skill or the technique.
Extended
An Extended technique takes a period of time other than one of the usual defined periods, such as a round or a short rest. The time is given, such as "Extended (2 hours)". During this time, the character using the technique, and anyone aiding him, can engage in no other activities besides basic conversation and similar light activities. You can only perform one Extended activity at a time, though you can perform several in sequence.
Equipment
A skill technique with this keyword requires appropriate gear. Without the correct gear, the skill technique cannot be performed. Some types of equipment may offer bonuses to techniques.
Risky
This technique exposes the character to some danger. If you have a Great Failure or a Critical Failure, in addition to any other consequences of failure, the character takes level-appropriate damage (a type may be given, i.e, "Risky (Lightning)", and anyone aiding him takes half damage.
Strenuous
A strenuous technique requires the expenditure of a healing surge. No hit points are regained and no effects which normally trigger on expending a surge do so.
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somewhere" will be a bit taken aback when they stumble into it, suffering a -2 per tier penalty on initiative checks.
Restful: Comfort is key. Everyone awakens refreshed and energetic, gaining a +2 per tier bonus on a
single skill check they make prior to or during the first encounter of the day. Each character chooses when to apply this bonus.
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Well Placed: The campsite is positioned for maximum visibility, offering foes little chance to hide.
Critical Success: Either increase the bonuses granted by 2, or choose a second effect. Great Failure: The camp was poorly set up. At the end of the extended rest, everyone must make an Easy Endurance check or lose a healing sure. Create Mutated Consumable Hard Heroic Nature Technique Eye of laser-bat... tongue of feathered newt... and spleen of one-eyed carnivorous rabbit. Mix well, and the resulting mush, once dried and powdered, should be an excellent anti-venom. Daily Cooperative (1), Equipment (Scholar's Kit) Extended (2 hours) Success: You create the desired consumable. Critical Success: You create two doses of the desired consumable. Failure: You don't create anything waste only 10% of the raw materials (and 100% of the time) Great Failure: You don't create anything and waste 100% of the raw materials. Critical Failure: As for great failure, and you lose a healing surge. The level for the check DC is the level of the item you wish to create. This technique allows you to create a mutational consumable. You must have ingredients equal to the gold piece value of the consumable you wish to create. The DM may simply require generic "parts", or may specify that specific creatures must be harvested to create a given item. You can create items only of your level or lower. Without a scholar's kit, it is possible to use improvised tools, but the roll is at a -5 penalty. Establish Ambush Hard Heroic Nature or Dungeoneering Technique Any idiots can hide behind some trees and jump out screaming. But you're not just any idiots. Daily Extended (10 minutes) Strenuous Success: You lay a cunning trap. Enemy takes a -5 to passive or active Perception checks. Failure: You're not as well hidden as you think. No adjustments to Perception. Critical Failure: Wait... weren't they coming from the north? Your ambush is ambushed; the enemy either surprises you or, if that's not possible based on terrain/position, were very ready for you and gain a+4 bonus to their initiative. This technique covers preparing an ambush that will give the ambushing group maximum advantage over its enemies. Finding good hiding spots, setting up scouts, forcing the target enemy to travel where you need them to, and so forth, all come together to enhance surprise. If the DM is willing, he may adjust the time or the location of the encounter slightly to better model how you've taken advantage of the terrain. This technique presumes you know an encounter is coming or likely. Because of people's impatience, random factors, moving around, shifts in terrain, and so on, for each hour which passes after setting the ambush without the encounter occurring, the skill roll is reduced by 2. Success or failure is determined by the modified value of the roll at the point at which the encounter begins. (So if you roll a 30 on your skill check and the encounter does not start for four more hours, it's treated as if you rolled a 22.)
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Use Nature when preparing an ambush in the wilderness; use Dungeoneering when preparing one underground or in ruins. The level of the check is the level of the highest-level enemy to be ambushed. Since this might not be known to the characters, the DM will not reveal if an ambush has been successful or not. Hide Tracks Moderate Heroic Nature or Dungeoneering Technique It makes going a bit slow, but your careful progress hinders any enemy seeking to follow you. At-Will Cooperative (2), Strenuous Special Success: Attempts to track you suffer a -3 penalty; effective long term speed is reduced by 1. Great Success: Attempts to track you suffer a -5 penalty; effective long term speed is reduced by 1. Critical Success: Attempts to track you suffer a -5 penalty; you suffer no long term speed reduction. Failure: Attempts to track you suffer no penalty; your long-term speed is reduced by 1. Great Failure: Attempts to track you suffer no penalty; your long-term speed is reduced by 2. Critical Failure: Attempts to track you gain a +5 penalty; your long-term speed is reduced by 2. This technique covers hiding your tracks, laying down false trails, using chemicals to mask your scent, even thinking distracting thoughts ("We're going north... we're going north...") to confuse psychic scanner. Use Nature when traveling through a wilderness or Dungeoneering when in ruins or underground. The DM can, and should, apply bonuses or penalties based on clever roleplaying or ideas ("We'll scatter magnetic components from that junked tech to confuse a robot's sensors!"). The terrain, weather, and so on should modify the tracker's general chance of success, not how well you can hide your trail. In a skill challenge, a clever use of this technique might grant bonuses to several rolls or unlock new skills which can be used. It's assumed this technique represents constant action over an extended march, and the speed penalty represents the need to go a bit slower, to double back, to be careful not to drop garbage, and so on. After any encounter (which will leave behind a lot of evidence) the check must be rerolled; likewise, if the party marches for more than ten hours in a day, a second check will be needed. Long Term Treatment Moderate Heroic Heal Technique Even though the initial fever had passed and the sores had healed, Bran still showed the signs of one who had been in great battle with spirits of illness. Fortunately, you know what to do in cases like this. Daily Equipment (Medical Kit or Scholar's Kit, Components) Extended (20 minutes) Success: A character who has reached the "Final Stage" of a disease or injury, and who is not dead, is moved back to the next-highest stage. Critical Success: The character is completely cured of the disease or of a non-fatal, long-term, condition. Failure: The character stays where they are. Try again tomorrow. Critical Failure: Oh dear. I guess when the Ancestors wrote of "leeches", they didn't mean eight foot long flying leeches. The target of this technique is dead. If somehow revived, they will still have the disease or condition.
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While normal Heal techniques can grant bonuses to recovering from a disease, they don't do much if the character has reached a terminal state which is non-fatal. This technique can undo even those effects, and is also used for conditions which do not end with an encounter or short rest, such as petrification or other "sucks to be you" conditions. The component cost is equal to 1/5th the value of a tech item of the same level as the disease. Components are usually herbs, animal parts, sap, scavenged drugs, and so on. When used on plants, use Nature instead of Heal; when used on robots, use Technology. Read The Signs Heroic Hard Perception Technique It takes you a while to study the area in full detail, sorting out what happened when, seeing the past unfold in a bent stalk, telling time by how dry a patch of blood has become. When you're done, it's almost as if you'd seen the events unfold yourself. Encounter (see below) Cooperative(2), Strenuous Extended (1d4 * 10 minutes) Success: You get a good reading of events going back 1+your Wisdom modifier hours. Great Success: You get a good reading of events going back 2+twice your Wisdom modifier hours. Failure: You got nothin'. Great Failure: You get a badly warped or incomplete version of events. This technique allows you to recreate a sequence of events which occurred in an area, placing things into chronological order and making very accurate intuitive leaps to tie together fragments of data. Perception will show you things; this technique puts them together. The DM should be fairly generous in what sort of information can be gleaned. Typical information which can be found is the number and kind of creatures who were present here, signs of any sort of violent struggle, hints of what kind of armor or equipment they were carrying (footprints, marks on trees, a small burn which could only have been made by a laser, and so on.) The DM should also consider the type of environment being studied and give a small bonus or penalty to the roll depending on how much activities would leave their mark. Since the searcher should not know if he's failed, the DM may wish to make this roll secretly. Sometimes, this kind of information is intended to be the outcome of a skill challenge that involves the whole party; if so, the DM may disallow use of this technique or allow it to reveal only part of the puzzle. The times given above, and the area to be covered, are guidelines only; the DM should adjust according to the context. A character may use this ability as often as he wishes, but not twice in the same general area; either he figures out what happened here, or he doesn't. Trailblazing Heroic Moderate Nature Technique The road goes ever ever on... and on... and on... when did death become so welcome? Daily Strenuous Short Rest Success: For purposes of overland travel, everyone's base speed is increased by 1. Critical Success: For purposes of overland travel, everyone's base speed is increased by 2. Failure: No speed increase, and everyone loses a healing surge.
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Great Failure: For purposes of overland travel, everyone's base speed is reduced by 1, and everyone loses a healing surge. Also, everyone bitches and curses at you for the entire trip, as if you somehow knew the road was blocked and you had to go back. This technique allows a skilled leader to help the party move more quickly through the wilderness, finding shortcuts, easy slopes, and so on. This technique cannot be used with hide tracks. At the DMs option, a group endurance check must be made after this technique has been used; if this check fails, it cannot be used the next day. Sometimes, the DM may wish for extended overland travel to be handled by a skill challenge; if so, this technique may add successes or unlock new options, rather than directly affecting speed. Salvage Hard Heroic Technology Feat This circuit isn't too badly charred... this crystal can be repaired... and, oooo... this logo is almost perfectly intact! Encounter Cooperative (2), Equipment (Toolkit), Risky Short Rest Success: You extract technological components which can be used to craft or enhance technological devices, equal in value to 1/10th the worth of a tech item of the encounter's level. Critical Success: Double the amount harvested. Critical Failure: In addition to the normal damage, you will be at -2 to all attack and skill rolls until the end of the next encounter or your next extended rest. This technique allows a skilled individual to pull out useful bits from any tech items left behind... especially the corpses of robots or cyborgs. The DM may also allow it to be used if enemies were armed or equipped with tech items. It cannot be used if there is no reasonable chance of technological loot being left after an encounter. A DM may also specify some items, such as the lighting-spitting control panels which were part of the encounter setting, can be salvaged after the encounter is over. Special: The damage done is normal for Heroic Tier (you cut yourself on sharp metal), Lightning for Paragon Tier (Hey, that circuit is still live!), and Atomic for Epic Tier (Should it be glowing like that?) Skin And Gut Hard Nature Technology Feat This circuit isn't too badly charred... this crystal can be repaired... and, oooo... this logo is almost perfectly intact! Encounter Cooperative (2), Equipment (Hunting kit), Risky Short Rest Success: You extract organic components which can be used to craft or enhance mutation items, equal in value to 1/10th the worth of a tech item of the encounter's level. Critical Success: Double the amount harvested. Great Failure: Hey, that thing's teeth were sharp! (Or it had acid glands. Or something.) The damage you take is up to the DM and what it is you're currently trying to rip useful bits out of. This technique allows a character to pull out the good bits from a dead opponent, such as armored hide, poison glands, the psychic organs of the brain, and so on. It cannot be used on robots, holograms, or other nonnatural creatures (the "natural" origin just means they're not from the Outer Planes or something; the DM is the final judge of whether or not you can get organic bits from a given corpse).
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Feats
Special things you can do.
In general, most feats from the core 4e game are usable here, if the characters are otherwise qualified.
Weapon Feats
One area in which Earth Delta differs in "feel" from Fourth Edition is that ranged weapons, especially guns and lasers and ice rays and hyper-atomic neutronic death beams, ought to be fairly common, all the more so as you advance higher in level. (Though a more fantasy oriented, more low-tech approach is fine, too.) However, other than the Ranger, most classes do not have abilities which rely on ranged weapons, and using a ranged basic attack is very rarely the most optimal choice. This greatly works against the "feel" of the game, where high-end energy weapons are greatly desired. The following feats are designed to make the use of ranged attacks, even by non-specialists, more interesting and desirable, without replacing class powers as the primary means of defining "how you kill people". (Scavengers should look at the "Laser Specialist" feat, below.)
Critical Shot
Prerequisite: Gunfighter Benefit: Once per encounter, when you roll a critical hit while wielding a gun, you may choose one of the following effects: Target is blinded until the end of your next turn, target is slowed (save ends), or target takes 5 ongoing damage per tier, save ends.
Dance, Pardner!
Prerequisite: Gunfighter Benefit: Once per encounter, when you make a ranged basic attack, you may choose to target Will instead of Armor Class. If you do, you do no damage, but you may push the target 1 square. You may only target enemies when using this feat, and you must declare you are using it before you roll.
GUNFIGHTER
Benefit: You are trained in optimally using guns, gaining a +1 untyped bonus to all gun attack rolls. You may also choose to use your Intelligence or Wisdom modifier, instead of your Dexterity modifier, when making ranged basic attacks with guns. This applies to attack rolls and damage rolls.
Opening Volley
Prerequisite: Gunfighter Benefit: When you make a ranged attack with a gun against any target which has not yet acted in this encounter, you get a +2 feat bonus to attack rolls and damage rolls. The attack bonus becomes +3 at 11th level and +4 at 21st level; the damage bonus becomes +4 at 11th level and +6 at 21st level.
Pistol Quickdraw
Prerequisite: Gunfighter
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Benefit: If you have a free hand, you can draw a one-handed gun as a free action as part of an attack action using that gun, and the return it to its holster or other container (if you wish) when the attack action is resolved, leaving your hand once again free.
Snap Shot
Prerequisite: Gunfighter Benefit: When you are granted the ability to make a melee basic attack a free action, you may make a ranged basic attack instead, against whichever target(s) you would be allowed to use your melee basic attack against. This does not provoke opportunity attacks, but you must have a ranged weapon ready (or be able to draw one as a free action).
Strafing Shot
Prerequisite: Gunfighter Requirement: You must be wielding a weapon with the Rapid Fire property. Benefit: When you use a ranged weapon attack power which attacks a single creature, you may choose to do half damage to the target and make a ranged basic attack, also for half damage, against any creature adjacent to the target as part of the attack. This consumes 2 shots or charges. You may make the second attack even if you miss with the first. You must declare you are doing this before making any attack rolls.
CONSTRICTOR
Prerequisite: Serpentoid Benefit: When you grab an enemy, you do your Strength modifier damage to them as a minor action.
COOPERATION
Prerequisite: Human Benefit: You gain a +2 feat bonus on all Aid checks for skill use.
COPIOUS VENOM
Prerequisite: Giloid Benefit: You may use your venomous bite racial power as an encounter power.
DIVE
Prerequisite: Hawkoid Benefit: If you have not yet used your limited flight power during this encounter, you may dive down on an enemy. Make a charge attack. For each square higher than the target that you began from, you may add a +1
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feat bonus to your damage roll. So long as the total squares moved does not exceed your speed, you may fly through some or all of the intervening space. This counts as a use of limited flight for this encounter. Special: It is not required that you imitate Brian Blessed while using this ability. It is, however, a good idea.
FLIGHT INSTINCT
Prerequisite: Rabbitoid Benefit: When you are bloodied, you may shift as a minor action, but this shift must not move you closer to an enemy and you may not end the shift adjacent to an enemy.
FREIGHT TRAIN
Prerequisite: Rhinoid Benefit: When you hit with a charge attack when you used your Rhino's Fury racial power, you may add your Strength bonus to the damage done. You grant combat advantage until the end of your next turn. This replaces the penalty to defenses.
HAMSTRING
Prerequisite: Wolfoid, Pack Fury racial power Benefit: If you hit when using pack fury, the target is also slowed until the end of your next turn.
HUMAN ADAPTABILITY
Prerequisite: Human Benefit: You may retrain twice when you level up.
INESCAPABLE BITE
No. You don't get away. Prerequisite: Gatoroid, Gripping Bite racial power Benefit: If someone grabbed by your Gripping Bite succeeds at escaping, you may spend a healing surge as an immediate interrupt. They do not escape.
MAMA BEAR
Prerequisite: Bearoid Benefit: When an ally you can see within 5 squares is bloodied, you may make a basic attack against the creature which attacked that ally as an immediate reaction.
QUICK STUDY
Prerequisite: Human
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Benefit: When using simple or military weapons you are not proficient in, you still gain a +1 proficiency bonus if the weapon's normal proficiency bonus is +1 or higher.
SAVAGE MAULING
Prerequisite: Jaguaroid Benefit: The bonus to attack and damage rolls from your racial surprise pounce power increases to +2.
TUNNEL RAT
Prerequisite: Ratoid Benefit: You do not grant combat advantage and may move at full speed when squeezing.
HELPLESS RAGE
Prerequisite: Savage, Frenzy Expression class feature. Benefit: Whenever you begin your turn dominated or stunned, you gain 1 Fury.
LINGERING PAIN
Prerequisite: Savage Benefit: When an adjacent enemy makes a saving throw, you may make a melee basic attack as an immediate interrupt. If you hit, the save fails.
CONCUSSIVE BLAST
Prerequisite: Scavenger, Demolitions Training
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Benefit: Once per encounter, prior to using a Scavenger attack power with the Area keyword, you may choose to add the following effect to the "hit" line: "Save or fall prone." This effect occurs after all other power effects have been resolved.
DUCK!
Prerequisite: Scavenger, Wisdom 15+ Benefit: You have a -2 penalty to attacks against allies.
IMPROVED DEMOLITIONS
Prerequisite: Scavenger, Demolitions Training Benefit: Instead of excluding a target, the scavenger may designate one target in the area of effect as his primary target, gaining a +1 feat bonus on attack and damage rolls against that target. He must decide which he wishes to do before making any attack rolls. This bonus increases to +2 at 11th level and to +3 at 21st level.
LASER SPECIALIST
Prerequisite: Scavenger Benefit: You may use any laser weapon as an implement when using a Scavenger attack power with the "laser" keyword. You do the listed damage with the attack, but may use any applicable properties or powers of the weapon. You cannot use any properties or powers of your toolkit. You must choose to use either your toolkit or the laser as your implement before using the power. Each time you use the power, you may switch which implement you are using as a free action. (If a power has multiple attack rolls, or is sustained, or has any similar traits, it is still "a single use" of the power until all effects and rolls are resolved and all conditions under the control of the Scavenger are ended.)
RATMAN ENGINEERING
Prerequisite: Scavenger, ratoid Benefit: Once per encounter, when you miss an attack roll with a Scavenger attack power, you may reroll the attack as an immediate reaction. If you miss with the second roll, you take 1d4+1 points of lightning damage per level of the power.
RECONFIGURABLE TOOL
Prerequisite: Scavenger Benefit: Pick one scavenger utility power of your level or lower that you do not know, and one scavenger utility power of the same level, or higher, that you do. After an extended rest, you may swap one for the other. You may change which two powers can be swapped when you retrain.
RECONFIGURABLE WEAPON
Prerequisite: Scavenger Benefit: Pick one encounter attack power of your level or lower that you do not know, and one encounter power of the same level, or higher, that you do. After an extended rest, you may swap one for the other. You may change which two powers can be swapped when you retrain.
SCAVENGE SELF
Prerequisite: Scavenger, Robot Benefit: As a minor action, you may inflict 5 points of damage on yourself, which may not be resisted or absorbed. The next time you hit with a scavenger attack power before the end of your next turn, you may add 1d6 to the damage. At 11th level, you may choose to do 10 points to add 2d6, and at 21st level, you may choose to do 15 points to add 3d6.
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SELF POWERED
Prerequisite: Scavenger, Robot Benefit: Scavenger powers you use which have the lightning keyword gain +1 feat bonus to damage, increasing to +2 at 11th level and to +3 at 21st level.
BATTLEFIELD SURGEON
Prerequisite: Scholar Benefit: When you use a power with the Healing keyword and include an adjacent ally as the target, you get a +2 bonus to all defenses until the start of your next turn.
DEFENSIVE POSTURE
Prerequisite: Scholar, Staff of Authority class feature. Benefit: When you are wielding a quarterstaff, you get a +1 shield bonus to Armor Class and Will Defense.
DEDICATED HEALER
Prerequisite: Scholar, Tradition of Healing, trained in Heal Benefit: You gain a +1 feat bonus on Heal checks, and you may use Heal instead of Technology or Nature to perform such check on Robots and Plants, respectively. When you use First Aid to allow an ally to take a second wind, they may add your Wisdom modifier to the hit points regained.
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DETAILED FILES
Prerequisite: Scholar, Robot Benefit: Once per encounter, when you roll for the bonus hit points healed by battlefield medicine, you may roll twice and choose the higher result.
LARGER POUCH
Prerequisite: Scholar Benefit: Choose either two scholar encounter attack powers, or two scholar utility powers, of your level or lower. After an extended rest, you may swap one of those powers for the other. You may swap back after another extended rest. One of the powers must be a power you already know. Special: You may take this feat a second time, choosing the power type (encounter or utility) you did not pick the first time.
SKILLED SURGEON
Prerequisite: Scholar, Battlefield Medicine class feature. Benefit: Roll d8 instead of d6 when determining the bonus healing done.
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SURVIVALIST FEATS
BAYONET MASTERY
Benefit: When you make a melee attack using any weapon with the "Attach" property, you do +2 damage.
GENERAL FEATS
BOUNTIFUL HARVEST
Prerequisite: Mutant, Fruiting heritage mutation. Benefit: You may choose a second type of fruit which you produce. You decide which type(s) are made when you expend healing surges.
CLAWING FREE
Requirement: Mutant, claws Benefit: When you make an athletics or acrobatics check to escape from a grab, if you take a Standard rather than a Move action, you may roll your natural weapon's damage and add it to the total. If you break free, deal your Strength modifier or Dexterity modifier in damage to the creature which grabbed you. (Choose which when you choose this feat.)
ENLARGED BLAST
Prerequisite: Mutant, energy blast or energy burst mutation Benefit: Your blast becomes a Blast 5 instead of a Blast 3, or a Burst 2 instead of a Burst 1
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IMPROVED TELEPATHY
Prerequisite: Mutant, telepathy heritage mutation. Benefit: Your telepathy range increases to 20 squares. You gain a +1 feat bonus to all attack rolls you make which target the Will defense of a creature within range of your telepathy.
SHREWD BARGAINER
Prerequisite: You must be trained in Bluff or Diplomacy. Benefit: Whenever you sell an item you found as a result of an adventure, including barter goods, you get 10% more than the normal sale price.
SWARM SWEEPER
Benefit: Any powers you have which impose forced movement will work on swarms, but only 1 square of forced movement is allowed, regardless of how far the power would ordinarily move the target.
UNSTABLE MUTATION
Prerequisite: Mutant, Con 13+
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Benefit: Choose one mutation slot, such as armor or feet, which is active. At the end of an extended rest, this mutation may "turn off", allowing you to equip an item in that slot. You may reactivate the mutation following another extended rest. Any abilities, powers, or feats which rely on that mutation cease working so long as it is off. Special: You may choose this feat up to two times. Each time, you must pick a different slot.
PISTOL WHIP
Benefit: You can make a melee basic attack using a one-handed gun. Regardless of the size of the gun, it does 1d6 damage with a +2 proficiency modifier. Using a gun in this way consumes no shots. Rolling a natural 1 with this attack damages the gun; it cannot be fired again until after a short rest.
TECHNIQUE TRAINING
Benefit: You master two heroic techniques. You must be trained in the skill the technique uses.
VEHICLE PROFICIENCY
Benefit: You are able to fulfill the role of "Pilot" or "Driver" for any technological vehicle.
MERCENARY FEATS
DEEPER GOUGE
Prerequisite: Mutant, natural weapons Benefit: Whenever you deal damage with a fighter attack power which causes ongoing weapon damage which a save can end, the save is at -2.
SAVAGE FEATS
ALLURE OF DANGER
Prerequisite: Savage, 11th level Benefit: As a minor action, you may spend 1 fury to pull your victim 1 square.
POOL OF RAGE
Prerequisite: Savage, 11th level. Benefit: The maximum rage you may have at any one time increases by two.
SAVAGE SPEED
Prerequisite: Savage, 11th level.
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Benefit: When you are slowed, your speed is reduced to 3, not 2. Also, you gain a +2 feat bonus on all saves against slowed conditions a save can end.
VIGOROUS ANGER
Prerequisite: Savage, 11th level. Benefit: Whenever you gain hit points from spending a healing surge, you also gain a point of rage. This doesn't count against the normal limits on gaining rage in a single turn.
SCAVENGER FEATS
ADDITIONAL TRAINING
Prerequisite: Scavenger, 11th level. Benefit: The Scavenger may choose an additional Technical Training feature.
ALGORITHMIC ANTICIPATION
Prerequisite: Scavenger, 11th level. Benefit: You gain a +1 bonus to all defenses against attacks made by robots, androids, or cyborgs.
MASTER MECHANIC
Prerequisite: Scavenger, 11th level. Benefit: Select a Scavenger Encounter Attack Power you know. This power gains the Reliable keyword. Each time you level, you may switch this to a different power. This does not count as your retraining for that levels.
SCHOLAR FEATS
BUILT UP IMMUNITY
Prerequisite: Scholar, 11th level Benefit: You gain a +2 bonus on all saving throws against ongoing effects with the poison keyword, and a+1 to all defenses against attacks with the poison keyword.
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item bonus to an Intimidate, Bluff, or Diplomacy check. You may declare this after you roll but before the DM announces success or failure.
GENERAL FEATS
ARMOR SPECIALIZATION (TECH CHAINMAIL)
x
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DAZING BLAST
Prerequisite: Power Blast or Power Burst which does blight, psychic, or thunder damage. Benefit: One target damaged by the attack is also dazed until the end of your next turn.
ENEMIES ABOUND
You're always ready for a fight... Benefit: You do not grant Combat Advantage when you are surprised, and if you are missed with a melee attack while surprised, you may make a melee basic attack against the source of that attack as an immediate reaction.
IMPROVED FLIGHT
Prerequisite: Limited Flight mutation power Benefit: Your flight speed increases to your Speed+2. In addition, when you spend a healing surge to sustain the power, it lasts for two additional turns.
WEAKENING BLAST
Prerequisite: Power Blast or Power Burst which does blight, poison, or psychic damage. Benefit: One target damaged by the attack is also weakened until the end of your next turn.
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RAPID MUTATION
Prerequisite: Unstable Mutation, Con 19+ Benefit: You may activate or deactivate a mutation following a short rest. This feat applies only to the slot for which you have Unstable Mutation.
REPEAT MUTATION
Prerequisite: Mutant Benefit: A single personal mutation you have with a daily power may be used twice per day. This still counts against the total number of daily item powers you can use.
TRUE FLIGHT
Prerequisite: Improved Flight Benefit: You gain a flight speed equal to your speed+4. To fly this way, you must be carrying less than half your normal load.
EQUIPMENT - INTRODUCTION
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Equipment
The tools of the trade. Armor to keep you safe, weapons to kill your enemies, and assorted other things as needed.
INTRODUCTION
The world of Earth Delta is one where stone knives and bear skins exist alongside plasma rifles and power armor -- possibly wielded by the same character, too. Advanced weapons from the distant future, relics from the Industrial Age made suddenly much less obsolete, and new creations, technologically primitive but quite deadly, all meet and mingle in the exciting World Of Tomorrow! Here's a guide to them.
ECONOMICS
The nature of economics, trade, and currency in Earth Delta is discussed in detail (but not too much detail, this game isn't called Capitalists & Keynesians) in the DMs section. By default, everything works just like it does in the core rules. The DM will determine what, if anything, is changed.
TYPES OF TECHNOLOGY
For purposes of easily allowing DMs to "tune" the world of Earth Delta to their own tastes, Tech is further divided as follows.
LOW TECH
Either items made using the resources of the post-apocalyptic world, or items made using old techniques which have rediscovered or were preserved by survivalists, anachronists, and so on. Such items do not have the "Tech" keyword and are not affected by anything which specifically targets such items.
STANDARD TECH
This has no additional keyword. It's just "Tech". Normal tech is technology from the 19th to 21st centuries, in other words, the stuff we have around us now. This can include a Smith & Wesson Revolver or a modern assault rifle, a bicycle or a combat helicopter. It doesn't include anything beyond our current theoretical manufacturing capabilities (as of this writing, in early 2010), though it may include items which are on the "bleeding edge" in a state more advanced and reliable than they are now.
HIGH TECH
Often marked as "H" or "High". It is technology far beyond that which we currently possess, but which we can at least theoretically describe. Laser weapons, ultra-light armor, hovercars, incredibly efficient batteries, materials which can endure the elements for centuries but still function, cyborg parts, even artificial intelligence... all of these are under High Tech.
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ULTRA TECH
This is marked as "(Ultra)". Ultra tech is, basically, science-fantasy. Anti-gravity metals. Psionic weapons. "Healing Rays". Teleportation beams. Gravity grenades. In other words, such sufficiently advanced technology that it is thus indistinguishable from magic.
It is quite possible that you will greatly disagree with me over what kind of tech is "Ultra" and what is merely "High". You may also prefer an Earth Delta which doesn't even pretend to consider how something works, and just focuses on whether it blows stuff up real good. This is perfectly fine. The various tech flavors, notes, and options are there as an aid, a quick guideline you can use to decide what to include and what not to include. Mix it up, change it around, ignore it, I don't care.
USING TECH
On the simplest level, don't worry about it. Tech just works. Much like magic items, you can identify any tech item during a short rest, and then, there it is. However... Part of the joy/appeal/fun of Post-Apocalyptic roleplay is the sense that what is familiar to us is mysterious to our characters. Is that a bicycle, or part of a hand-cranked weapon system, just missing a few parts? A flashlight or a laser... or both, depending on what you set it to? Did you just try to open a long-vanished garage door, or did you call for an airstrike from still-orbiting drones, patiently waiting for their orders? On the other hand... One thing modern games try to get away from, and this may displease some of the old-schoolers, is the "Ha ha, you guessed wrong, you're dead!" mechanic. This is most often exemplified by asking the player to solve problems using his own knowledge, not the character's skill. This is the "Tell me how you're disabling the trap" or "Which button do you push on the gun, the green one or the blue one?" style of DMing, and usually ends with, "Well, you're wrong, that spring didn't control the poison needle, you just blew it up in your face." If you like this style of play, have fun with it, but I don't, and so, there's an alternative between "You find a Laser Pistol and four ration kits" and "Should have picked the green button. You're dead." This is the Skill Challenge, of course. Determining precisely what a device does can be modeled by many different skill challenges. Here is a "typical" template.
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Skills: Technology is the most obvious skill. History is important both for understanding old technology and knowing of tales and legends of similar devices. Perception can notice small changes to a readout or a hidden switch that might unlock functionality. Thievery is useful for manipulating fine controls or deactivating security features. When dealing artificially intelligent devices, any interpersonal skills, such as Bluff and Diplomacy, can come in handy. Rarely, athletics might be useful, if the device is big and heavy and needs parts shoved into position. Difficulty: Most skill DCs should be Hard. Complexity: For simple tools with little chance of harm, 2; for most weapons and armor, 3; for very complex or very dangerous items, 4. Consequences of Failure: As per the revised and upgraded rules, no matter the number of successes needed, three failures is all you get. While the DM may create custom skill challenges as needed, as a general guideline: First Failure: The character who scored this failure is going down the wrong path, and leading his friends there, as well. The DC of whatever skill he used (secretly) increases by 2, for anyone else who uses it. Alternatively, the device may be drained of charges or ammo, or the party takes damage using the chart on P. 42 of the DMG. Second Failure: Something is going horribly wrong. Even if the device is correctly identified, it will have been slightly damaged during the process. This may result in a -1 penalty to attacks and damage, reduction in range, the inability to access a power, or something else appropriate. This will clear up after the item has been equipped and used for at least two encounters. ("Oh, we're supposed to set this knob to on!") Third Failure: Well, that didn't work. The PCs can't get a grip on what the item is. They can try again after an Extended Rest. Extreme Failure: If, somehow, the PCs manage to score three failures and zero successes, they did something very, very, wrong. Usually, this means they were tampering with something way beyond their level, and, if you're a good DM, this means you gave them ample warning they were in over their heads. The device may explode, doing damage as per the "High, Limited" column on Page 42. It may simply be broken beyond repair. It may trigger an encounter -- perhaps it signaled a robot guardian, or perhaps whoever the PCs took it from have friends.
Many "replica" or "hobbyist" versions of ancient melee and ranged weapons were made during the years Before Cataclysm. These weapons are sometimes found in the ruins, and command high prices. The cost for any "Advanced Materials" weapon is 620 gp, and they have the following properties: +1 enhancement bonus to attack and damage. +1d6 damage on a critical hit. Weight is reduced by 20% (this does not grant any properties or change a heavy blade to a light blade.)
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The weapon gains the Tech keyword, but no special training or skill is needed to wield the weapon effectively if the character is proficient in the "base" weapon.
Some modifications are listed as applying to "Melee Tech Weapons". In such cases, the enhancement bonus and critical effect override those of the "Advanced Materials" property, i.e., a +3 Electrified Mace is +3, not +4, and it does +1d6 lightning on a crit. The reduced weight and increased base range properties remain. (The benefits granted by these properties are so slight that I have little fear of imbalance in crossover games.)
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30 lbs 30 lbs 30 lbs 30 lbs 30 lbs 30 lbs Wt 40 lbs 35 lbs 40 lbs 35 lbs 40 lbs 35 lbs Wt 40 45 lbs 45 lbs 45 lbs
Plascloth is made from common plastics left in bulk after the Cataclysm. It is strong and tough, but very light. Filamented Plascloth is interwoven with filaments of extremely strong material, too heavy to use for a full suit, but which adds considerable protective value. Bonded Plascloth consists of several thin layers of
plastic whose molecular bonds have been artificially strengthened, rendering it almost impossible to tear.
Metalweave is fabric made of high-strength fibers. It had many industrial uses, but has become a source of
defensive material. It is slightly inflexible, though, as it was never meant to be worn, but it's still light enough that almost anyone can use it proficiently. Carbonized Metalweave wraps chains of carbon fibers around the metal. Fused Metalweave is found only in heavy manufacturing centers. It has strands of several different high tensile strength alloys fused together on a molecular level.
Kevlan is a type of armored cloth which was often used by personal security personnel. There were many variations to serve specialized needs. Deep Studded Kevlan embeds ultra-high-density plastic studs through the material to deflect bullets and disperse impact. Diamondback is Kevlan covered over with crystallized
which mold to the wearer, allowing heavier armor to be used without further hindering mobility.
Backed Hides: Thick hide from mutant beasts, very heavy. This armor does not have the Tech keyword. Treated Hides consist of hides which have been soaked in various chemicals to make them tougher and more
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resilient. Livesteel Hides are harvested from rare creatures whose skins consist of living metal, giving them the flexibility of leather and the toughness of steel.
Plasteel Links: This armor, similar to primitive chainmail in design but made of advanced lightweight composite plastics, was commonly used by security and riot police prior to the Collapse. Fractal Plasteel Links use a unique structure to enhanced the strength of each link. Resealing Plasteel Links can reconnect
bands around each other for maximum durability, and grants +2 to Reflex Defense.
Piecemeal armor is favored by wasteland dwellers who strap any old hunk of metal to their skin in the hopes
of warding off damage. No two "suits" of piecemeal armor look alike; they are a mix of metals and plastics from a dozen sources. While somewhat lighter than properly-forged scale armor, such suits are also notably unwieldy and their ramshackle construction can hinder fine movement. This armor does not have the Tech keyword. Wastelord armor is made of the better scraps and castoffs -- higher tech metals and scraps of industrial plastic. Ruin Master armor is composed of the finest bits of junk imaginable, including the plating of warbots and scrap pieces from other high-tech armors.
Diamagon is armor from before the Cataclysm. It is made of glimmering sheets of crystal, perfectly cut and fitted to interlock and slide over each other, adapting to each user's body shape effortlessly. Hexadiamond has small wire hexagons of carbon nanotubes reinforcing each plates. Edged Diamagon has each small plate
was worn by elite SWAT units, commando troops, and others who needed protection more than mobility. Surviving suits are highly prized. Military Carbiplate was limited to the top soldiers within the top units -the best of the best. Elite Carbiplate was never issued in mass produced units -- each suit of elite carbiplate was given to a particular soldier or agent who had distinguished himself time and again, usually the commanders of those units given military carbiplate.
WEAPONS
There are several new properties for weapons. Hopefully, they will not complicate things too much. It's important for me to make guns and lasers and what-not mechanically distinct from bows -- a pistol isn't a bow that goes "boom" -- without this turning into gun porn (Not That There's Anything Wrong With That) or making guns too overpowering. As unrealistic as it may be, there's a fundamental genre convention that the guy with a laser, a guy with a six shooter, and a guy with a longbow are equally deadly.
Shots
This is how many attacks can be made with the weapon before it needs to be reloaded. Each time you roll the attack die, you consume one shot. Some feats, such as Rapid Fire feats, cause you to consume more shots per attack roll.
Load (Number)
Weapons with this property load slowly. The number is the number of full turns.
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This is the type of action required to completely reload the weapon. Please note that since most high tech weapons have magazines which hold multiple shots, the longer load time is a much less severe impediment than it would be with a bow.
Rapid Fire
This weapon is capable of rapid fire. See feats with the [Rapid Fire] tag.
Agile
This weapon is small and light. It can be used with rogue powers which permit a hand crossbow.
Attach
The weapon can be affixed to a gun, which allows the weapon to be used in melee without putting down the gun. The character is considered to be wielding both a melee weapon and a ranged weapon for all purposes. A weapon with Attach 2 can only be affixed to a 2-handed gun. Such weapons are not designed to be used without being attached; characters gain no proficiency bonus when using them unattached.
SHOTGUNS
Shotguns in 4e are a bit interesting. A shotgun can be used in two modes, slug and shot. By default, generic shotgun ammo is "either", a player declares what he's loading when he loads the gun (a minor action). Slug ammo can be used with any attack which can be used with a ranged gun. The range listed is for slug ammo. Shot ammo can be used only to make a special kind of basic attack. Shotgun Blast Basic Attack Is there anything better than filling some ratman's face with buckshot? You sure hope not. At-Will Technology, Weapon Requirement: You must be wielding a shotgun loaded with shot ammo. Standard Action Area blast 3 within 1 Target: All creatures in blast Attack: Dexterity vs. Armor Class Hit: 1[W]+Dexterity modifier damage. The shotgun is considered to have the Brutal 1 property against adjacent creatures. (Roll damage once, as per usual. If there are non-adjacent creatures hit, they take that damage. If the damage roll would be re-rolled due to the Brutal 1 property, reroll it and apply the result to adjacent creatures.). This increases to 2[W]+Dexterity modifier damage and Brutal 2 at 21st level. Special: Scavengers may apply their implement enhancement bonus to attack rolls and damage rolls, or the shotgun's enhancement bonus, but not both. The upshot ? (Pun intended) You take a risk using a shotgun when someone is adjacent to you, but if you hit them, you will likely hurt them pretty badly.
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Price 15 gp Wt 0.5 lbs Group Light Blade Properties Attach, High Crit
T T
Revolver Semi-Auto
+3 +2
1d8 1d8
30/60 30/60
3 lbs 2 lbs
6 12
Ballistic Ballistic
T T T H H H H U
Snub Pistol Sawed-Off Shotgun Heavy Pistol Laser Pistol Milspec Laser Pistol Heavy Laser Pistol Holdout Laser Blaster
+3 +2 +2 +3 +2 +2 +3 +2
+1 +1 +1 +2 +2 +2 +1 +2
1d6 1d10/2d6 1d8 1d8 Fire 1d8 Fire 1d8 Fire 1d6 Fire 1d10 Atomic and Fire 1d10 Atomic and Fire 2d6
See below See below See below See below See below See below See below See below
1.5 lbs 3 lbs 2.5 lbs 1.5 lbs 1.5 lbs 4 lbs 0.5 lbs 3 lbs
8 2 10 10 12 10 4 15
Load Standard Rapid Fire, Agile, Load Standard Agile, Load Standard Rapid Fire, Load Standard Brutal 1, Load Standard Agile Rapid Fire Brutal 1 Agile, Rapid Fire Brutal 1,High Crit Agile, High Crit
Snub Blaster
+2
+2
20/40
See below
1.5 lbs
15
Laser
Musket
+2
+0
20/40
30 gp
4 lbs
Ballistic
Load 3
TWO-HANDED GUNS
TL Weapon T T H H Shotgun Heavy Rifle Laser Rifle Blaster Rifle Prof Min. En. Bonus +3 +1 +2 +3 +2 +2 +2 +2 Damage 1d10/2d6 1d12 1d12 Fire 1d12 Atomic Range 15/30 Price Wt 4 lbs 5 lbs 3 lbs 3.5 lbs Shots Group 4 8 12 15 Properties 360 (90) gp 40/80 1800 (150) gp 50/100 1800 (400) 40/80 1800 (500) Ballistic Rapid Fire, Load Standard Ballistic Rapid Fire, Load Standard Energy Rapid Fire, Load Standard Energy High Crit, Load Standard
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Ballistic Rapid Fire, Load Standard
GUN DETAILS
Ballistic guns use a chemical reaction to propel a solid object into a target, causing great bloody gobbets of
flesh to be torn out and splatter everywhere. They rely on ammunition in the form of individual bullets or clips. Ballistic weapons are generally noisy, and anyone within a burst 20 of a gunshot will hear it on a DC 0 Perception check, unless deafened. Many ballistic guns are relatively easy to maintain with simple tools, which makes them fairly common in Earth Delta, even if they were mostly collector's items in the world preCataclysm.
Laser guns fire a stream of energy in a wide range of possible color, sometimes emerging as a solid beam and
sometimes as discrete pulses of light. Blasters include a secondary stream of highly-charged particles along with the laser beam, but otherwise have most of the properties of a laser.
"God did not make all men equal. Sam Colt did." Lvl 1 Lvl 1 Lvl 6 Lvl 11 +0 180 gp Lvl 16 +4 45000 gp +1 360 gp Lvl 21 +5 225000 gp +2 1800 gp Lvl 26 +6 1125000 gp +3 9000 gp
Enhancement: Attack rolls and damage rolls Critical: In addition to any other critical effects, target takes 3 ongoing damage per plus. Property: Someone with the gunfighter feat gains access to the following power: Near Miss Ballistic Attack Power The sudden whine of a bullet past an enemy's ear makes him hesitate for a crucial moment. At-Will Technology, Weapon Standard Action Ranged weapon Requirement: Must be wielding a 1-handed ballistic weapon Target: One creature Attack: Dexterity, Intelligence, or Wisdom vs. AC Hit: 1[W]+Dexterity, Intelligence, or Wisdom modifier damage. Effect: Until the start of your next turn, target must make a saving throw each time he wishes to take an opportunity or immediate action.
"It stands for Light Amplification by Stimulated Emission of pew-pew-pew!" Lvl 1 Lvl 1 Lvl 6 Lvl 11 +0 180 gp Lvl 16 +4 45000 gp +1 360 gp Lvl 21 +5 225000 gp +2 1800 gp Lvl 26 +6 1125000 gp +3 9000 gp
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Critical: In addition to any other critical effects, target is dazzled and suffers a -2 on all ranged or area attack rolls until the end of his next turn. Property: Someone with the gunfighter feat gains access to the following power: Precision Attack The tight beam of the laser neatly slips between armor to char the rich, tasty, flesh below. At-Will Technology, Laser, Weapon Standard Action Ranged weapon Requirement: Must be wielding a 1-handed energy weapon Target: One creature Attack: Dexterity, Intelligence, or Wisdom vs. Reflex Hit: 1[W]+ 1/2 Dexterity, Intelligence, or Wisdom modifier damage.3 Laser Attack Power
"That rifle on the wall of the laborer's cottage or working class flat is the symbol of democracy. It is our job to see that it stays there." (George Orwell) Lvl 1 Lvl 1 Lvl 6 Lvl 11 +0 180 gp Lvl 16 +4 45000 gp +1 360 gp Lvl 21 +5 225000 gp +2 1800 gp Lvl 26 +6 1125000 gp +3 9000 gp
Enhancement: Attack rolls and damage rolls Critical: In addition to any other critical effects, target takes 3 ongoing damage per plus and is pushed one square. Property: Someone with the gunfighter feat gains access to the following power: Stopping Power "Stop or I shoot, stop and I shoot... semantics." Ballistic Attack Power
At-Will Technology, Weapon Immediate Interrupt Ranged weapon Trigger: An enemy which began their turn more than 5 squares away from you moves to within 5 squares of you. Requirement: Must be wielding a 2-handed ballistic weapon Target: Triggering creature Attack: Dexterity, Intelligence, or Wisdom vs. Armor Class Hit: 1[W] Dexterity, Intelligence, or Wisdom modifier damage, and the creature stops moving. Special: You may use this power at any point in the target creature's move, provided they are within 5 squares and not adjacent to you. The target stops in the square he was in when you used the power.
In case anyone's wondering, why "1/2", it's to balance this against the Rogue at-will "Precise Strike". This costs a feat, but is usable at range and with weapons which tend to be higher [W].
3
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Enhancement: Attack rolls and damage rolls Critical: In addition to all other critical effects, a critical hit ignores resistance to the weapon's damage type. Property: Someone with the gunfighter feat gains access to the following power: Potent Blast Energy Attack Power Is there any sound more joyous than the little whine you hear when you flip the red switch from "Standard" to "Overload"? No. Well, maybe the thunking noise the target makes when he flops to the ground with a charred hole in his chest. At-Will Laser, Technology, Weapon Standard Action Ranged weapon Requirement: Must be wielding a 2-handed energy weapon Target: One creature Attack: Dexterity, Intelligence, or Wisdom vs. Armor Class Hit: 1[W] Dexterity, Intelligence, or Wisdom modifier damage, and the weapon gains the Brutal 1 property. If it is already Brutal, the value increases by 1 (So Brutal 1 becomes Brutal 2, etc). This requires two charges from the gun, which must be spent before the attack roll is made. Miss: Dexterity, Intelligence, or Wisdom modifier damage. A miss still consumes two charges.
T T
+3 +2
+1 +1
1d6 1d10/2d6
20/40 10/20
8 2
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TWO-HANDED GUNS
TL Weapon T H H Heavy Rifle Laser Rifle Blaster Rifle Prof Min. En. Bonus +2 +2 +3 +2 +2 +2 Damage 1d12 1d12 Fire 1d12 Atomic Range 40/80 Price Wt 5 lbs 3 lbs 3.5 lbs Shots Group 8 12 15 Properties 1800 (150) gp 50/100 1800 (400) 40/80 1800 (500) Ballistic Rapid Fire, Load Standard Energy Energy Rapid Fire, Load Standard High Crit, Load Standard
today. Recovered items cost three times the listed price, weigh 3/4ths as much, and have Resist 1 (All). Any numerical values for duration, strength, range, and so on, are increased by 10% (round up).
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Holochip 30 gp 0.01 lbs Holorecorder 360 gp 1.0 lbs Milspec Ration Pack 25 gp/day 0.1 lbs Secured Holochip 180 gp 0.01 lbs The items listed here are very common tech items, produced in such vast quantities before the Cataclysm that they can be found in most larger towns and marketplaces. Many still count as "Wondrous Items", though, so they are defined as such. Rarer items, which were produced in smaller numbers or are horded and rarely found for open sale, are listed among Wondrous Items, below. None of this is absolute, of course -- a DM is free to decide which relics of that past are bordering on "commonplace" and which can only be taken from the blood-drenched bodies of slain foes... I mean, recovered by daring explorers.
Ballistic Ammunition: Bullets! These can be used in any gun from the ballistics group. It's assumed you're
buying the right ammo for your gun. Simply put, tracking different calibers and quantities is beneath the granularity level of the game system. Nonetheless, if you want to do it, it shouldn't be hard. (The price assumes that ammunition is fairly common and that reloaders are in use, to provide a semi-steady supply. Bullets are still a lot more expensive than arrows.)
Eternal Light: This device comes in many forms, though usually it is a small object about the size of a D20.
When touched in a particular way, it glows as brightly as a torch, though it produces no heat. It remains bright for eight hours for each hour of direct sunlight it has been exposed to, and holds up to 24 hours worth of light (three hours of charge time to full capacity). It can be turned on or off as a minor action.
Fuel Grade Alcohol: "Drink it or drive it!", as the saying goes. Probably, you're better off driving it. It takes a
good deal of work to distill and purify alcohol sufficiently to power a vehicle without it breaking down, blowing up, or both. See Vehicles, page 342.
Fire Suppression Foam: This foam comes in pellets about an inch long and a half inch thick, and in several
levels of quality and intensity. Stronghold Guards often carry these items to use when quelling fires, which can be deadly in primitive towns made of wood and straw.
Holochip: A holochip, sometimes called an image crystal, a vision cube, or a dozen other fanciful names, is a
crystalline object about an inch square, which comes in a variety of shapes and colors. It can store up to 10 minutes of holographic message created with a holorecorder, above. The bulk of the mass of the holochip is its playback and power-generation functionality; the actual data storage is almost negligible.
Holorecorder: Help me, Obi-Wan Ke.... never mind. That joke's too lame, even for me. This small device will
allow the user to capture three-dimensional images into a holochip, which can then be replayed without need of the recorder. The focal point of the recorder is a Blast 2 within 5.
Milspec Ration Pack: The armies of the world pre-Cataclysm needed to eat! While not particularly
appetizing, this dense collection of synthetic chemicals packs a full days nutrients (and hunger suppressants) into a tiny package. Expensive compared to redbeak jerky, true, but ideal for anyone who needs to travel far and travel light.
Secured Holochip: Some training is needed to use these devices, for special words of power in the tongue of
the Ancestors must be spoken to command the guardian spirits woven into the device. These words are "Set Password" and "Lock". A secured holochip functions just like a normal holochip, except that it will not play its message for anyone but the speaker of the correct password.
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Each stacked modification adds 1 to the level of the weapon for purposes of determining cost and treasure parcel level only. The weapon does not increase in level in any way. The bonuses do not increase and any properties which have different effects at different levels are not affected. (Thus, a fifth level weapon with one stacked property costs 1,800 gp and is considered "sixth level" when using the guidelines for awarding treasure, creating magic items, equipping a high level character, and so on. It is considered fifth level when determining its enhancement bonus, the value of any level-dependent properties or powers, and so on.)
The purpose of stacking is to allow for some weapons and armor with interesting or useful properties, especially non-combat properties, to be taken without sacrificing more directly combat-applicable features. A secondary function is to allow for a wide variety of guns and armor to exist with different traits, without either crowding the equipment list with dozens of minor variants of weapons (as appealing as this is to the gun porn fetishist in all of us, the core gaming system isn't granular enough to really model all those variants distinctively enough to be worth the effort of listing them), or limiting any gun to one, and only one, useful trait. (With this system, you can make an Accurate Ornate weapon, for example.)
Stacking Armor Which Grants Resistance: If armor has a property which grants Resistance, such as Anti-
Rad armor, it cannot be stacked with any other armor grants resistance as a property. It's easy to insert some doubletalk about how differing material to stop differing damage types cannot be easily worked together, etcetera, and this actually makes some sense, but the real reason is that doing so make it far too easy to get Resistance to a lot of different damage types while still being at, or close to, the expected Armor Class bonus for relatively low cost.
FAULTY
Faulty weapons are triggered when a natural "1" is rolled while attacking with that weapon. Faulty armor is triggered when the character wearing the armor is critically hit by an attack which targets Armor Class. Both of the above only apply if the die roll "stands" -- that is, if no other power is used to force a reroll. If a fault effect is triggered, the effect described in the "Faulty" line occurs. This occurs as an immediate reaction to the attack roll, and occurs before damage is dealt. Thus, if a "faulty" condition removes a resistance, the resistance does not apply to the incoming damage. If a "faulty" condition lowers the damage of a weapon, this affects the damage roll about to be made. Faulty weapons also cease functioning until after a short rest, unless otherwise noted. Faulty armor typically has reduced protection but remains mostly intact. Damage done by Faulty equipment, if typed, is affected by resistance, save that provided by the faulty item itself.
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If a Faulty item imposes a "save ends" condition on the user, it may not be saved against normally until the end of the user's next turn. Powers which allow saves at unusual times still work as usual. If, due to stacking, an item has multiple Faulty effects, determine randomly which one applies. Then roll a saving throw for each other effect; on a failed save, it applies as well. This does not increase the time required to get the weapon working again. Options: The DM may wish to make faulty gear even more risky, by increasing the "failure range" to a roll of a natural 1 or 2 for weapons, or a hit with a natural 19 or 20 for armor. This greatly emphasizes the shaky nature of scavenged technology and the harshness of the world after the Cataclysm. The DM may also decide all technological items are "faulty" but are not reduced in level due to this. Obviously, these house rules ought to be explained to the players prior to the game.
Example
An unduly kind and generous Dungeon Master, let us call him "L" for short, decides to place some interesting treasure to sate the ceaseless whines of "M0ar l00tz!!!" from his ungrateful players. He decides a Heavy Laser Pistol is just the thing. The default Heavy Laser Pistol is a +2 Weapon, which means it's a level 6 item. The character the weapon is destined for is supposed to be getting a level 7 item according to the current rotation, a fact he has reminded "L" of at every opportunity. So "L" decides to make it a +2 Accurate Laser. However, since there have also been complaints about how stingy "L" is with Power Cells, "L" wants it to be Efficient, as well, stacking this modification. It's now an 8th level weapon for purposes of cost, though nothing else. In order to bring it back down to the expected level 7, "L" makes it a Poor Quality weapon, so any "Faulty" effects may come into play. During a battle, the player with the weapon rolls a 1. A quick random roll determines that it is the "Accurate" portion of the weapon which shorts out, reducing its enhancement bonus to 0. The player then rolls a save, and gets an 11. The Faulty effect for the Efficient modification does not trigger; the weapon will be off-target for the rest of the encounter, but at least it will do normal damage when it does hit.
EQUIPMENT - ARMOR
<9 Item ceases to function.
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ARMOR
Because technology is not magic, the majority of enhancements for armor are those which I can at least pretend to kind of imagine might be possible with extremely advanced material science. Thus, things which increase damage resistance, offer protection from particular sources of damage, or which impart at least semi-quasibelievable properties on the material itself, such as ultra-low-friction, are in. Armor which magically heals a distant ally or lets you fly.... not so much. At least, not for "ordinary" tech armor, which, despite its high-tech nature, it pretty much solid slabs of defensive material, albeit extremely advanced. Powered armor, armor which incorporates all sorts of advanced devices into itself, can justifiably do almost anything, but that's another category of items altogether. (Some things skirt the line, like Charged Armor) Some items composed from mutated creatures or which use strange bioengineering technologies might also have more "fantastic" abilities, though these are both less common and less dramatic than the powers of magical armor. Armor is tagged with "Tech", "Mutant", or "Both", to indicate the source. This is useful primarily for setting the tone and feel of a campaign; some campaigns may rely primarily on items made from the wild creatures of the world, while others may focus on recovered technology. It is assumed, however, that most campaigns (and most players) will not care about the origin of armor, but only "how many plusses does it have?". Armor Type Anti-Rad +1 Anti-Rad +2 Anti-Rad +3 Anti-Rad +4 Anti-Rad +5 Level 7 12 17 22 27
Every time you're hit, the armor subtly adjusts itself to make the next blow less effective. Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 18 +4 85,000 gp Lvl 23 +5 425,000 gp
Table 33 Auto-Focusing Armor
This armor is slightly thicker and more rigid than similar armors, though not so much as to hinder motion in any way. It contains a thin layer of fluid filled with micromachines and "smart" polymers, which adjust themselves in response to perceived stresses and external factors. Armor: Any Tech Scale or Plate Enhancement: AC Faulty: The armor 's enhancement bonus is reduced by 2 and you lose access to the encounter power. Power (Encounter): Free Action. Use this power when you take damage from an attack. You gain resist 5 (all) against future attacks from that same foe. The resistance lasts for a number of attacks equal to the armor's enhancement bonus. Only attacks which hit and deal damage count against this value.
EQUIPMENT - ARMOR
Stackable: This enhancement can be stacked. All rules about stacking Resistances (Page 17) apply.
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Even before the Cataclysm, the Colorless Fire was a deadly power in the world. This armor protected against it. Lvl 7 +2 2600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13000 gp Lvl 27 +6 1625000 gp Lvl 17 +4 65,000 gp
Table 34 Anti-Rad armor
Armor: Any Tech Enhancement: AC Faulty: The armor 's enhancement bonus is reduced by 2 and it loses all resistance to radiation. Property: You gain Resist 5 (Radiation). This increases to Resist 10 (Radiation) at 17th level and to Resist 15 (Radiation) at 27th level. Property: You may add this armor's enhancement bonus to any defense for purposes of determining if you have contracted Blight Sickness, the Wasting, or any other radiation-based disease which makes an attack roll to determine infection. Stackable: This enhancement can be stacked. All rules about stacking Resistances (Page 17) apply.
The hard plates of this armor have a thin coating of shatterproof ceramic, which resists the most corrosive of chemicals. Lvl 5 +1 1000 gp Lvl 20 +4 125000 gp Lvl 10 +2 5000 gp Lvl 25 +5 625000 gp Lvl 15 +3 25000 gp Lvl 30 +6 3125000 gp
Table 35 Ceramic Armor
Armor: Any Tech Plate Enhancement: AC Faulty: The armor 's enhancement bonus is reduced by 2 and it loses all resistance to acid. Property: Gain Resist 5 Acid. At level 15, gain Resist 10 Acid. At level 25, gain Resist 15 Acid. Stackable: This enhancement can be stacked. All rules about stacking Resistances (Page 17) apply.
You almost killed yourself the first time you tried wearing this armor.... then you learned the secrets of the countless microcapacitors and static emitters woven into the plastic links. Lvl 4 +1 840 gp Lvl 19 +4 105000 gp Lvl 9 +2 4200 gp Lvl 24 +5 525000 gp Lvl 14 +3 21000 gp Lvl 29 +6 2625000 gp
Table 36 Charged Armor
EQUIPMENT - ARMOR
Enhancement: AC
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Faulty: The armor 's enhancement bonus is reduced by 2 and it loses the ability to enhance Fortitude defense. In addition, for each charge in the armor, the wearer takes 1d6 lightning damage. Property: +1 to Fortitude defense against Lightning attacks, increasing to +2 at level 14 and +3 at level 24. Property: During a short rest, you may spend 1 to 3 healing surges to "Charge" this armor, as it draws from your bio-energy. The armor loses all charges after the next encounter or an extended rest. You may charge it only once per short rest and it will never hold more than 3 charges. Power (At-Will): Immediate Reaction. Trigger: You are hit by a melee attack. Effect: You may spend as many charges as you wish from the armor. For each charge spent, your attacker takes 2d6 points of lightning damage, increasing to 3d6 at 14th level and 4d6 at 24th level.
This armor produces a soft hum when it is worn, and feels warm and comforting. Pain is lessened and wounds seem to close faster. Lvl 5 +1 1000 gp Lvl 20 +4 125000 gp Lvl 10 +2 5000 gp Lvl 25 +5 625000 gp Lvl 15 +3 25000 gp Lvl 30 +6 3125000 gp
Table 37 Coagulating Armor
Armor: Any tech scale or plate Enhancement: AC Faulty: The armor 's enhancement bonus is reduced by 2 and neither the property nor the power can be used. Property: Whenever you spend a healing surge to regain hit points when wearing this armor, you add the enhancement bonus to the number of hit points restored. Power (Daily): Free Action. Make a saving throw against any condition causing ongoing damage which a save can end. Special: This armor is lined with emitters that produce vibrations which stimulate natural healing, and draws power from the wearer's motions and body heat. A functionally equivalent armor is made from the hides of certain mutants, whose cells keep oozing regenerative chemicals long after death.
Some idiot thought the chestpiece for this armor was an ancient cooking utensil. After you beat him to death with it, you took the armor for your own. Lvl 5 +1 1000 gp Lvl 20 +4 125000 gp Lvl 10 +2 5000 gp Lvl 25 +5 625000 gp Lvl 15 +3 25000 gp Lvl 30 +6 3125000 gp
Table 38 Fireproof Armor
Armor: Any tech. Enhancement: AC Faulty: The armor's enhancement bonus is reduced by 2 and it loses all resistance to fire.
EQUIPMENT - ARMOR
Property: Gain Resist 5 Fire. At level 15, gain Resist 10 Fire. At level 25, gain Resist 15 Fire. Stackable: This enhancement can be stacked. All rules about stacking Resistances (Page 17) apply.
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The armor is made of an incredibly slick material."Greased Pig" doesn't even being to cover it. Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13000 gp Lvl 27 +6 1625000 gp
Table 39 Frictionless Armor
Armor: Tech Cloth Enhancement: AC Faulty: The armor 's enhancement bonus is reduced by 2. Property: Gain an Item bonus equal to the item's enhancement bonus to Acrobatics checks to escape grabs and to Reflex defense against grabs. Power (Daily): Immediate Reaction. Trigger: You fail a save to end an effect which Immobilizes or Restrains you. Effect: You may reroll at +5. If the effect had multiple effects, only the Immobilization or Restraint is eliminated if you save using this power; you are still affected by any other linked effects. Stackable: This enhancement can be stacked.
This disgusting growth appears to be a diseased infestation, and maybe it is, but it also protects you and confounds your enemies. Lvl 12 +3 13000 gp Lvl 27 +6 1625000 gp Lvl 17 +4 65,000 gp Lvl 22 +5 325,000 gp
Table 40 Fungal Symbiote Armor
It generally takes a day or two for this armor to grow over the wearer, starting from a small grey lump and rapidly spreading over his body. It then hardens somewhat, forming a flexible and resilient shell that does not interfere with most motions and has no obvious ill effects other than the rather diseased look it grants. Tearing the external infection off can be done during a short rest, but it will grow back during an extended rest unless some treatment is applied (Moderate Heal or Nature check, DC based on level of armor). Until the symbiote is fully excised, the wearer cannot wear any other armor. Armor : Hide or Scale Enhancement: AC Property: The wearer is immune to disease. Property: The wearer may add the item's enhancement bonus as an item bonus to Fortitude defense against poison attacks.
EQUIPMENT - ARMOR
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Power (Daily): Minor Action. The fungus can emit a cloud of spores. There two common breeds of fungal symbiote, black and speckled. The black fungal symbiote emits a cloud of hallucinogenic spores; the speckled one emits painful burrowing spores. Both are close burst 2 attacks which target all enemies in burst.
Black Fungal Symbiote
Level 12 17 22 27
Attack +15 vs. Will +20 vs. Will +25 vs. Will +30 vs. Will
Damage 2d8 psychic damage, and target grants combat advantage (save ends) 3d8 psychic damage and target is dazed (save ends) 4d8 psychic damage and target is dazed (save ends) 5d8 psychic damage and target is stunned (save ends)
Level 12 17 22 27
Attack +15 vs. Fortitude +20 vs. Fortitude +25 vs. Fortitude +30 vs. Fortitude
Damage 2d6 damage and 5 ongoing acid damage (save ends) 3d8 damage and 10 ongoing acid damage (save ends) 4d8 damage and 10 ongoing acid damage (save ends) 5d8 damage and 15 ongoing acid damage (save ends)
Special: The fungal symbiote evolved from tree-devouring fungi; plants save at -2 against the ongoing effects of the armor's daily power. Despite this, mutant plants may wear the armor with no ill effects.
Not only does this armor protect you from the vicious ice-weasels of the frozen wastes of Ronto, it keeps you warm and comfortable while they nip uselessly at your heels. Lvl 5 +1 1000 gp Lvl 20 +4 125000 gp Lvl 10 +2 5000 gp Lvl 25 +5 625000 gp Lvl 15 +3 25000 gp Lvl 30 +6 3125000 gp
Table 41 Insulated Armor
Armor: Any tech scale or plate Enhancement: AC Faulty: The armor's enhancement bonus is reduced by 2, and it loses all resistance to cold. Property: Gain Resist 5 Cold. At level 15, gain Resist 10 Cold. At level 25, gain Resist 15 Cold. Stackable: This enhancement can be stacked. All rules about stacking Resistances (Page 17) apply.
Microscopic cells line the outer surface of this armor, capable of absorbing and then redirecting energy. Lvl 11 +3 9000 gp Lvl 26 +6 1125000 gp Lvl 16 +4 45000 gp Lvl 21 +5 225000 gp
Table 42 Kinetic Armor
EQUIPMENT - ARMOR
Enhancement: AC
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Faulty: You are immobilized (save ends) and the armor loses its property and power. You still get the full enhancement bonus. Property: You may negate a number of squares of forced movement per day equal to the armor's enhancement bonus. Power (Encounter): Use this power if you have negated any forced movement during this encounter. You may push the next target you hit with a Melee attack 1 square, increasing to 2 squares at 21st level.
This high-tech armor is simply better made than is typical, with top-of-the-line components and high quality workmanship. Lvl 1 +1 360 gp Lvl 16 +4 45000 gp Lvl 6 +2 1800 gp Lvl 21 +5 225000 gp Lvl 11 +3 9000 gp Lvl 26 +6 1125000 gp
Table 43 Reinforced Armor
The Ancestors used specially engineered composite materials to create this type of armor for use in riot control; a close equivalent has been manufactured using mutated beast hide. Lvl 3 +1 680 gp Lvl 18 +4 85000 gp Lvl 8 +2 3400 gp Lvl 23 +5 425000 gp Lvl 13 +3 17000 gp Lvl 28 +6 2125000 gp
Table 44 Sharkskin Armor
Armor: Tech Leather or Hide; non-Tech Hide only. Enhancement: AC Faulty: The armor's enhancement bonus is reduced by 2. This applies only to the Tech version of the armor. Property: When you are hit by an unarmed melee attack, the attacker takes damage equal to this armor's enhancement bonus. Power (Encounter): Free action. Use this power when a creature is damaged by this armor's property. The creature suffers a -2 penalty to non-weapon melee attack rolls (save ends). Power (Daily): Free action. Use this power after you have used this item's encounter power. The creature also suffers ongoing 5 damage (save ends both conditions). Damage increases to 10 (save ends) at 13th level and to 15 (save ends) at 23rd level.
Harvesting the skin of thermites and treating them until they become useful as armor is no business for the easily flammable.
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Armor: Leather or Hide Enhancement: AC Property: Whenever you are critically hit by a melee attack, the attacker takes 1d6 fire damage for each point of this armor's enhancement bonus. Power (Daily): Minor Action. Scraping some of the treated portions of the armor in a particular fashion can cause a chemical reaction which will unleash a sudden gout of flame. This is produces a close burst 1 attack, as follows: Level 4 9 14 19 24 29 Attack +7 vs. Fortitude +12 vs. Fortitude +17 vs. Fortitude +22 vs. Fortitude +27 vs. Fortitude +32 vs. Fortitude Damage 1d8 fire 2d8 fire 3d8 fire 4d8 fire and target is blinded (save ends) 5d8 fire and target is blinded (save ends) 6d8 fire and target is blinded (save ends)
POWER ARMOR
Power armor is very rare. Finding suits of power armor is a sure sign the PCs have moved on to a new and larger world, as you need to be an Epic tier character to have proficiency with it. Using power armor without proficiency is impossible; you either know how to interface with this stuff, or you don't. (DMs may want to make the required feats Paragon Tier if they wish to introduce power armor earlier.) Power armor comes as full suits, and uses a variety of neural linkages and direct body connections to completely interface with the wearer. This means, quite simply, that it's humans only. Even the most humanseeming mutant has too much altered DNA for the systems in the armor to interface correctly with it. There are two broad categories of power armor -- light and heavy. Light power armor was designed for mobile troops, scouts, and elite strike forces. Heavy power armor was designed for bodyguards, assault teams, and front-line commanders. It is very rare to find a complete suit of power armor just lying around. Most are taken from former owners, or given as rare and special rewards by Stronghold leaders. Many have been modified, decorated, and personalized, and those who wear them insist each suit has its own soul, which must be kept contented, lest the suit fail and the wearer die. All power armor suits share some characteristics: They are sealed and contain recycling systems, allowing the character to survive without air so long as they remain in the suit. They will run for 72 hours of non-combat time on a UPC of their level or higher, but last only 20 rounds of combat. (So long as there's at least one 'combat round' left, the suit will keep running in non-combat
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mode for the full duration.) Some powers will drain an additional charge from the UPC; this reduces the total rounds remaining by 1. Because they contain power actuators, they have effectively no weight, though they are bulky. They grant low-light vision.
The base Armor Bonus for suits of power armor is as follows: Type Armor Bonus Light +4 Heavy +13
Table 46 Power Armor base armor bonus
This suit of armor is made of thin plates of ridiculously hard plastic integrated with a full suit of flexible metallic weave. Glistening patterns of circuitry line the inner surface. When you wear it, you shimmer and fade from view. Lvl 25 +5 625000 gp Lvl 30 +6 3125000 gp
Table 47 Scout Armor
Armor: Light Power Armor Enhancement: AC Property: During combat mode, this armor grants a +2 item bonus to Reflex Defense. Property: Scout armor grants a +4 item bonus to Stealth checks, due to a mix of camouflage systems and sound bafflers. Property: Scout armor grants a +1 item bonus to speed. Power (At-Will) By activating all of the armor's sensory enhancement devices, you can track down even the best-hidden enemies. Make a Perception check as a minor action. You can see invisible or concealed creatures until the start of your next turn. Power (Daily): Minor action. You become invisible until you attack, or until the end of your next turn. If you do not attack, you may sustain this as a free action by consuming an additional charge from the UPC.
This armor seems almost too heavy for any being to wear and still move, and it is, until you step inside it and feel it attune to you. Then the thousands of tiny machines that dwell within it come to life, and it seems as if the armor is moving you, not you it. Lvl 25 +5 625000 gp Lvl 30 +6 3125000 gp
Table 48 Mark I Battle Dress
Armor: Heavy Power Armor Enhancement: AC Property: You gain a +4 item bonus to Strength for purposes of determining carrying capacity, Strength checks, or attacks against objects. Property: During combat mode, this armor grants a +2 item bonus to Fortitude Defense.
EQUIPMENT - AMMUNITION
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Power (Encounter): Free action. Use this power when making a bull rush. You add the armor's enhancement bonus to your attack roll. You may push the target as many squares as you have remaining movement. This drains an additional charge from the UPC. Power (Daily): Minor action. Activate the armor's reinforcing energy fields. You gain Resist 10 (all) until the end of your next turn. This drains an additional charge from the UPC.
AMMUNITION
Ammunition changes how a gun does damage, or adds special properties to the gun. Unless otherwise noted, only one kind of special ammunition can be in a gun at once. To keep things simple, a player can declare prior to making the attack roll if he did or did not load a round of special ammunition into the gun. If he uses an attack which consumes multiple rounds or charges with a single attack roll, all rounds are assumed to be of the special type; if he doesn't have enough rounds of that type, he cannot make use that power. Special ammunition does not add any bonus or damage multiple times even if multiple charges/rounds are used with a single attack roll. A power which has multiple attack rolls (such as Twin Strike) allows the player to declare a different ammunition type prior to each roll, subject to the rules above. For example, if a player using the double-tap feat uses the Twin Strike power, and has incendiary rounds available to him, he may make the first attack roll using normal ammo (and consume two rounds), and the second attack roll using the incendiary rounds (consuming two of those). He does not need to have specified beforehand which rounds he'd loaded into the gun, but he does need the proper number in his inventory. Ammunition is listed as Ballistic Ammunition or Energy Ammunition. A gun cannot use ammunition more than 5 levels above or below its own level, as game balance inexpensive or basic weapons react poorly to high-powered ammo, and cheap ammo or shoddy power cells undermine the effectiveness of advanced weapon systems.
Yeah, yeah, yeah. Your laser burned my skin. Let's see what these bullets do to your lungs. Lvl 10 200 gp Lvl 20 5000 gp Lvl 30 125000 gp
Table 49 Incendiary Rounds
Ballistic Ammunition Power (Consumable, Fire): When used, these rounds do fire damage in addition to the gun's normal damage, as follows: Level Damage 10 5 ongoing fire (save ends) Increase damage by 1 for each failed save, to a maximum of ongoing 10. 20 10 ongoing fire (save ends) Increase damage by 1 for each failed save, to a maximum of ongoing 15. 30 15 ongoing fire (save ends) Increase damage by 2 for each failed save, to a maximum of ongoing 25. These bullets are usually found in sets of 5.
EQUIPMENT - AMMUNITION
This small ovoid crystal is the color of daffodils or ravens. Of course ravens are yellow! What color should they be? Lvl 5 50gp Lvl 15 5000 gp Lvl 25 25000 gp
Table 50 Laser Focus Crystal, Yellow
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Energy Ammunition Property: When used, this focus crystal adds a vibratory component to the laser, causing it deal thunder damage as well as fire damage. Activating or deactivating the crystal is a free action. The crystal is good for 5 shots.
The small, violet, gem slips into the barrel of the gun with a faint click. The next time you fire, the weapon's beam matches the gem's color, and it is far more deadly. Lvl 8 4 125 gp Lvl 18 6 3400 gp Lvl 28 8 8500 gp
Table 51 Laser Focus Crystal, Purple
Energy Ammunition Property: When used, the focus crystal amplifies the laser's power but narrows the beam, giving it a +4, +6, or +8 item bonus on damage (as per the table above) and a -2 penalty to attack rolls. Activating or deactivating the crystal is a free action. The crystal is good for 5 shots.
The product of harvesting and then carefully shaping long thorns from poisonous plants, these bolts retain their deadly toxins. Lvl 5 +1 75 gp Lvl 20 +4 9000 gp Lvl 10 +2 350 gp Lvl 25 +5 45000 gp Lvl 15 +3 1800 gp Lvl 30 +6 22000 gp
Table 52 Thornbolt
Crossbow Ammunition Enhancement: Attack rolls and damage rolls. Property: When a thornbolt hits a target, make a secondary attack of the thornbolt's level+3 vs. Fortitude. If the secondary attack hits, the target takes an additional 1d6 poison damage per plus of the bolt, as well as one of the following effects, chosen when the thornbolt is created or found: Type of Thornbolt Paralytic Thornbolt Dizzying Thornbolt Agonizing Thornbolt Effect Reduce Reflex Defense by the thornbolt's enhancement bonus (save ends) Reduce Will Defense by the thornbolt's enhancement bonus (save ends) Do d8 poison damage instead of d6, and 5 ongoing poison damage per tier (save ends)
EQUIPMENT - WEAPONS
297
A single small cylinder, no larger than a child's finger, is what transforms a laser pistol from an inert piece of plastic to a bringer of flaming death. Lvl 5 75 gp Lvl 20 9000 gp Lvl 10 350 gp Lvl 25 45000 gp Lvl 15 1800 gp Lvl 30 22000 gp
Table 53 Universal Power Cell
This tiny device will fit any power-guzzling relic of the Ancestors, unless otherwise noted. Each cell will power any device of its level or lower. The device will specify how many charges it gets from a cell. Once implanted in a device and used even once, a cell cannot be removed or switched to another device; it loses all charge when this occurs.
WEAPONS
This weapon is very well made and balanced. It seems as if it can't miss. You'll quickly disabuse yourself of that notion. Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13000 gp Lvl 27 +6 1625000 gp
Table 54 Accurate Weapon
Weapon: Any Tech Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Faulty: All of those precision-aligned electronics go utterly out of whack. The weapon's enhancement bonus decreases by 2, but it continues functioning until the end of the encounter. Power (Encounter): Minor action. You may add a +1 item bonus to your next attack roll with this weapon made before the end of your next turn. If the weapon is +3 or +4, this becomes +2, and if the weapon is +5 or +6, it becomes +3. Power (Daily): Free Action. When making an attack roll, you may roll twice and use either roll.
This weapon seems to be nothing more than a simple replica of an ancient sword, until you activate it, and it glows with the colorless fire. It's been speculated these weapons were actually made after the Cataclysm, by beings unknown, to serve as a weapon against the blight. Lvl 25 +5 45000 gp Lvl 30 +6 22000 gp
Table 55 Blightbane
Weapon: Any advanced materials heavy blade or axe Enhancement: Attack rolls and damage rolls.
EQUIPMENT - WEAPONS
Critical: +1d8 radiant damage per plus. Faulty: The wielder takes 1d6 radiant damage per plus, and loses a healing surge.
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Property: Free Action. You may have this weapon deal radiant damage. A second free action restores it to normal. Property: Against Blightspawn, this weapon does +1d8 radiant damage and scores criticals on a 19-20. Power (Daily): Use this power when you hit with this weapon. It does an additional 3d6 radiant damage.
Advanced technology, superior insulators, and a propensity to go into sleep mode just as a blood-crazed member of the Annihilation Army leaps on you makes this the weapon of choice for anyone who wants to save (what's left of) the Earth. Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13000 gp Lvl 27 +6 1625000 gp
Table 56 Efficient Weapon
Weapon: Any Tech Energy Enhancement: Attack rolls and damage rolls. Critical: +1d6 per plus. Faulty: The weapon enters power-save mode. It does half-damage for the remainder of the encounter, but does not cease working entirely (unless another Faulty effect is triggered). Property: This weapon gains 1 more shot, for every 5 or fraction thereof it normally has, from a Universal Power Cell than it normally would. This increases to +2 charges per 5 at 11th level and +3 charges per 5 at 21st level. Stackable: This modification may be stacked.
The weapon has a small battery in its hilt or handle, which allows it deliver shocking blows on command. Lvl 3 +1 680 gp Lvl 18 +4 85000 gp Lvl 8 +2 3400 gp Lvl 23 +5 425000 gp Lvl 13 +3 17000 gp Lvl 28 +6 2125000 gp
Table 57 Electrified Weapon
This melee weapon uses a mix of biothermal and kinetic systems to power itself without needing a UPC.xi Weapon: Any advanced materials melee Enhancement: Attack rolls and damage rolls Faulty: The power source leaks. The user takes 1d6 damage per plus. Critical: +1d6 lightning damage per plus Power (At-Will, Lightning): Free Action. All damage dealt by this weapon becomes lightning damage.
EQUIPMENT - WEAPONS
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Power (Daily, Lightning): Free Action. You can put the weapon in high-power mode for an instant. Use this power when you have hit a target with the weapon. It does an additional 1d8 lightning damage, increasing to 2d8 at 13th level and 3d8 at 23rd level.
It's tempting to dismiss this as a hunk of junk... it's just a hilt or grip. Hmm... there's a button on it and a slot for a UPC...well, it might be worth something... Lvl 5 +1 1000 gp Lvl 20 +4 125000 gp Lvl 10 +2 5000 gp Lvl 25 +5 625000 gp Lvl 15 +3 25000 gp Lvl 30 +6 3125000 gp
Table 58 Force Weapon
A force weapon replaces the blade with a shaped energy field. These weapons were mostly used for martial arts and similar types of ceremonial or gladiatorial combat, but they were sometimes carried by assassins and elite operatives. They are completely silent when in operation. Weapon: Any technological bladed weapon. Enhancement: Attack rolls and damage rolls. Faulty: The blade containment field shorts, doing [W] damage to the wielder and all adjacent creatures. The weapon cannot be used again until after a short rest. Critical: +1d12 per plus Property: Damage type changes to force. Property: No type of damage resistance applies against this weapon. Property: Force weapons require a UPC of their level or higher to function. Each UPC provides power for four encounters.
In general form, this seems to be a slightly heavier variant of a laser pistol. Then you test fire it. Whoa. Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Lvl 19 +4 105,000 gp Lvl 24 +5 525,000 gp
Table 59 Fusion Weapon
Weapon: Any energy. Enhancement: Attack rolls and damage rolls. Faulty: The user is engulfed in a sudden burst of high radiation, taking 1d8 points of atomic damage per plus, and the fusion weapon ceases functioning until after a short rest. Critical: +1d8 fire and atomic damage per plus, and the target takes 5 damage whenever he takes a standard action (save ends) Property: The weapon's damage type changes to fire and atomic.
EQUIPMENT - WEAPONS
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Property: The weapon can be set to fire in standard or high-energy mode. In high energy mode, each attack roll made with the weapon consumes an extra charge from the UPC, but does additional damage equal to 1d6+the weapon's enhancement bonus. Stackable: This enhancement is stackable.
This gun seems quite different from most other weapons of the Ancestors, as it relies on strange principles and unusual components. The flickering violet beam it produces has quite direct effects, however. Lvl 20 +4 225000 gp Lvl 25 +5 625000 gp Lvl 30 +6 3125000 gp
Table 60 Gravitic Weapon
This type of weapon is classed as ultra-tech. Weapon: Any energy. Enhancement: Attack rolls and damage rolls. Faulty: The user is immobilized (save ends). Critical: +1d8 force damage per plus, and the target is slowed (save ends). Property: The weapon's damage type changes to force. Power (Encounter): Minor action. The user makes an adjustment to the gun. The next time the user hits with an attack made by this weapon (until the end of his next turn) it will do one of the following. The user must choose which when he adjust the gun: Push the target 3 squares, pull the target three squares, or the target is knocked prone (save ends). If an attack targets more than one creature, the user chooses which creature suffers the chosen effect. Power (Daily): Free action. Use this power after you have hit with this weapon. The target takes an additional 2d10 force damage and is knocked prone and immobilized (save ends both).
It's heavy... really heavy. When you power it up, though, it seems to be light as air... until it hits an enemy. Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Lvl 17 +4 65,000 gp Lvl 22 +5 325,000 gp
Table 61 Hyperdense
Hyperdense weapons have a core of gravitic plating that is activated by impact, causing them to become insanely massive for a microsecond or two. This can knock an opponent across the field, or pummel him into the ground. Weapon: Any tech melee Enhancement: Attack rolls and damage rolls. Faulty: Weapon cannot be lifted; user must drop weapon and cannot retrieve it until the end of the encounter.
EQUIPMENT - WEAPONS
Critical: +1d6 per plus
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Property: The weapon ignores the first 5 points of resistance (if any), increasing to the first 10 points of resistance at 22nd level. Power (Encounter): Free action. Use this after you hit with the weapon. Slide target 1 square (increasing to 2 squares at 22nd level). Power (Daily): Free Action. Use this power after you hit with the weapon. The target is immobilized (save ends)
This crossbow-like weapon, made of ultrahigh tensile steel and exotic plastics, contains a small water tank and a high powered cryonic device. Ever see a man killed by an icicle before? Lvl 5 +1 1000 gp Lvl 20 +4 125000 gp Lvl 10 +2 5000 gp Lvl 25 +5 625000 gp Lvl 15 +3 25000 gp Lvl 30 +6 3125000 gp
Table 62 Iceneedler
Weapon: Any advanced material crossbow. Enhancement: Attack rolls and damage rolls. Critical: +1d8 cold damage per plus. Faulty: The user takes 1d6 cold damage per plus. The weapon cannot be used until after a short rest. Property: All damage done by this weapon is cold damage. Property: Because the ice-bolts flung from this weapon are astoundingly hard and pointy, they ignore the first 5 points of cold resistance. Power (Daily): Free action. Use this power after you hit with the iceneedler. You can set the iceneedler to create a bolt which will fragment upon contact. It does an additional 5 ongoing cold damage (save ends), increasing to 10 at 15th level and 15 at 25th level.
The weapon is made of advanced materials and has been stripped of unnecessary gewgaws. Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13000 gp Lvl 27 +6 1625000 gp
Table 63 Light Weapon
Weapon: Any one-handed tech. Enhancement: Attack rolls and damage rolls. Property: The weapon gains the off-hand property and weighs only half of what a weapon of this type normally ways. Stackable: This modification may be stacked.
EQUIPMENT - WEAPONS
The edge of this weapon seems to cut the very air. No, wait. There's no "seems" about it. It can cut air. Whoa. Lvl 24 +5 125000 gp Lvl 29 +6 2625000 gp
Table 64 Monomolecular Weapon
302
Weapon: Any advanced materials blade. Enhancement: Attack rolls and damage rolls. Critical: +1d10 per plus Faulty: The user takes 3[W] damage, and the weapon cannot be used until after a short rest. Property: This weapon deals damage normally to insubstantial creatures. Power (Daily): "You Are Already Dead": Free Action. Use this power if an attack made with this weapon leaves an enemy with fewer hit points than half their surge value. That enemy is reduced to 0 hit points after the end of its next turn, unless it is healed above that value before then.
This weapon doesn't seem to have been made by the Ancestors. It's a thing of strange curves and odd protrusions, barely wieldable by human hands. It emits a strange hum that you hear inside your mind, and sometimes, at night, it whispers to you. Lvl 19 +4 105000 gp Lvl 29 +6 2625000 gp Lvl 24 +5 125000 gp
Table 65 Omega Beam
This type of weapon is classed as ultra-tech. Weapon: Any energy. Enhancement: Attack rolls and damage rolls. Critical: +1d6 per plus Faulty: The wielder takes 1d6 Blight damage per plus and loses a healing surge. Property: All damage done is Blight (Necrotic) Property: Any NPC who is reduced to 0 hit points by this weapon is dead, not unconscious. It is not possible to use this weapon in a non-lethal fashion. Power (At-Will, Blight): Free action. Expend a healing surge before making an attack with this weapon. If the target of the attack is ten or more levels below the level of the weapon, the target is killed. If the target is both ten or more levels below the level of the weapon and is a Minion, you regain the healing surge (but do not gain any hit points). Power (Daily, Blight): Expend a healing surge before making an attack with this weapon against a standard or elite monster. If the target is hit and takes damage from the attack, it is Dazed (save ends). First failed save: Target is Stunned (save ends). Second failed save: Target is reduced to 0 hit points. Whether you hit or not, you may not be the target of any power with the Healing keyword for the remainder of the encounter.xii
EQUIPMENT - WEAPONS
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This weapon is not made of metal and plastic, but of something warm and alive. When you shoot something with it, it purrs. Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Lvl 17 +4 65,000 gp Lvl 22 +5 325,000 gp
Table 66 Organic Construction
This type of weapon is classed as ultra-tech. Weapon: Any ranged tech. Enhancement: Attack rolls and damage rolls. Critical: +1d6 per plus, or +1d10 per plus if you expend a healing surge. Faulty: The wielder loses a healing surge. Property: This weapon is made of living material with a few non-living additions. Whenever you spend a healing surge while wielding it, you heal additional hit points equal to its enhancement value. Property: If the weapon is out of charges, you may lose hit points equal to twice the weapon's enhancement bonus to charge it. You may expend as many hit points as you like at one time. The charges last until the end of the encounter. Power (Encounter): Free action. Use this power when you hit with the weapon. You gain temporary hit points equal to 1d10+the weapon's enhancement bonus. Stackable: This enhancement may be stacked.
This weapon is a work of great craftsmanship, using precious metals as decoration and illustrated with detailed carvings. Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13000 gp Lvl 27 +6 1625000 gp
Table 67 Ornate Weapon
Weapon: Any. Enhancement: Attack rolls and damage rolls. Critical: +1d6 per plus. Property: When wearing the weapon openly, but not in combat, the wielder may add the item's enhancement bonus to checks made to impress or deal with nobles, merchants, local rulers, chieftains, and similar types. Stackable: This modification may be stacked.
This weapon has been tinkered with, that's for damn sure. Duct tape, chewing, and self-healing solder are all that's keeping it from blowing apart, but damn, it sure hits hard. Lvl 4 +1 840 gp Lvl 19 +4 105000 gp
EQUIPMENT - WEAPONS
Lvl 9 +2 4200 gp Lvl 24 +5 525000 gp Lvl 14 +3 21000 gp Lvl 29 +6 2625000 gp
Table 68 Overloaded Weapon
304
Weapon: Any energy. Enhancement: Attack rolls and damage rolls. Critical: +1d8 damage per plus. Faulty: The item ceases to function until after an extended rest. The user takes 1d6 lightning damage per plus. Property: When a natural 1 is rolled on an attack roll, the weapon ceases to function until the wielder takes a standard action to adjust it. Power (Encounter): Free action. Use this action before making an attack roll. You may expend additional charges from the weapon in order to increase damage. Expending 1 charge grants a +2 bonus to damage, expending 2 charges grants a +4 and expending 3 charges grants a +8. If an overcharged attack misses, the wielder takes 1d6 lightning damage per extra charge.
You flip a small switch. There's some minor hissing and clacking sounds, and the beam's focal emitter seems very slightly changed. Your target hasn't noticed. Too bad for him. Lvl 3 +1 680 gp Lvl 18 +4 85000 gp Lvl 8 +2 3400 gp Lvl 23 +5 425000 gp Lvl 13 +3 17000 gp Lvl 28 +6 2125000 gp
Table 69 Positron Beam
Weapon: Any ranged energy. Enhancement: Attack rolls and damage rolls. Critical: +1d6 atomic damage per plus. Faulty: The user is blinded (save ends) by a sudden flare of illumination. Property: This weapon can be set to do atomic instead of its normal damage, Power (Daily, Atomic): Free action. Use this power before making an attack roll. The next ranged attack you make with this weapon against a single target instead becomes a ranged burst 1 centered on that target. All creatures adjacent to the target take 5 ongoing atomic damage (save ends). The target suffers the normal effects of the attack and the ongoing damage. Increase the ongoing damage to 10 at level 13 and to 15 at level 23.
This weapon is so well balanced that you can move and shoot at the same time. Lvl 5 +1 1000 gp Lvl 20 +4 125000 gp Lvl 10 +2 5000 gp Lvl 25 +5 625000 gp Lvl 15 +3 25000 gp Lvl 30 +6 3125000 gp
Table 70 Stabilized
EQUIPMENT - WEAPONS
Enhancement: Attack rolls and damage rolls. Critical: +1d6 per plus.
305
Faulty: The weapon jams up horribly. Until the user takes a short rest, it requires a move action to clear the weapon in order to fire it again, and the weapon loses its encounter and daily powers. Power (Encounter): Before making an attack with this weapon, you may shift 1 square. Power (Daily): Before or after making an attack with this weapon, you may move up to half your speed as a free action. This provokes opportunity attacks as normal.
This weapon has a number of odd fittings and controls. When turned on, it sets your teeth on edge, if you have teeth, and buzzes annoyingly. Still, it makes taking prisoners pretty easy. Lvl 3 +1 680 gp Lvl 18 +4 85000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Table 71 Stun Beam
Weapon: Any ranged energy. Enhancement: Attack rolls and damage rolls. Critical: Either +1d6 thunder damage per plus, or, if the Encounter power is used, saves are made at -2. Faulty: The user is dazed (save ends). Property: Change damage to Thunder. Power (Encounter, Thunder): Free action. Use this power before making an attack. If you hit, the target is dazed (save ends). First failed save: Target is dazed and immobilized (save ends both). Second failed save: Target is stunned (save ends).
It's a halberd and a short sword! But not a floor wax. Lvl 1 +1 360 gp Lvl 16 +4 45000 gp Lvl 6 +2 1800 gp Lvl 21 +5 225000 gp Lvl 11 +3 9000 gp Lvl 26 +6 1125000 gp
Table 72 Variform Weapon
Weapon: Any advanced materials melee weapon. Enhancement: Attack rolls and damage rolls. Critical: +1d6 damager per plus. Faulty: The weapon locks between forms, losing all enhancement and proficiency bonuses and doing damage as per the smaller of its two forms. Power (At-Will): Minor action. Variform weapons use electrically and chemically triggered memory metals and self-modifying plastics to switch between any two melee weapons, such as a hand axe and a longsword. When in a given form, it has all the properties of that form.
EQUIPMENT - TOOLKITS
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Stackable: This modification may be stacked. When it is stacked, additional modifications must be able to apply equally to both weapon modes.
The Ancestors called it "an electric steak knife". You call it "Vera". Lvl 4 +1 840 gp Lvl 19 +4 105000 gp Lvl 9 +2 4200 gp Lvl 24 +5 525000 gp Lvl 14 +3 21000 gp Lvl 29 +6 2625000 gp
Table 73 Vibro Weapon
Weapon: Any advanced materials light blade. Enhancement: Attack rolls and damage rolls. Critical: +1d8 thunder damage. Faulty: The engine seizes up. Until after a short rest, the weapon loses its enhancement bonus, and its proficiency bonus drops to +1. Property: When this weapon is used with a power which attacks Armor Class, if the target's Armor Class is higher than Reflex, the power attacks Reflex instead.
TOOLKITS
Toolkits serve as implements for Scavengers. They add their bonus to attack and damage rolls for any Scavenger power with the Implement keyword. A toolkit is a mix of devices, wires, gears, old circuits, measuring equipment, and so on. A Scavenger does not need to hold his toolkit in his hand; a toolkit "enhances" the Scavenger's powers based on its use maintaining them during short rests and by emergency adjustments and fixes made in the seconds between actions. Nonetheless, if the Scavenger loses possession of the toolkit, he immediately loses all benefits from having it. A typical toolkit weighs 2-3 pounds.
This slim grey toolkit not only holds all of your screwdrivers and lubricant packets, it also contains a device which records and indexes all your observations about the world. Lvl 2 +1 520 gp Lvl 17 +4 65000 gp Lvl 7 +2 2600 gp Lvl 22 +5 325000 gp Lvl 12 +3 13000 gp Lvl 27 +6 1625000 gp
Table 74 Datapad
Implement (Toolkit) Enhancement: Attack rolls and damage rolls. Critical: +1d6 per plus. Property: You may add this toolkit's enhancement bonus to all monster knowledge checks. Property: Once per day, during a short rest, you may choose to set the device to focus on one of the following creature types: Humanoid, Beast, Mutant Beast, Animate. The datapad's critical bonus becomes +1d8 against creatures of this type.
EQUIPMENT - TOOLKITS
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In addition to the usual gimmicks, this toolkit contains a number of scopes and lenses. Lvl 3 +1 680 gp Lvl 18 +4 85000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Table 75 Focusing Toolkit
Implement (Toolkit) Enhancement: Attack rolls and damage rolls. Critical: +1d6 per plus. Property: When using this implement the range of all attacks with the Ranged or Area keyword increases by the toolkit's enhancement bonus. Power (Daily): When you roll a natural "19" on an attack roll using this implement, you may treat it as a critical hit for all purposes.
A fairly typical collections of sonic wrenches and hydroscrewdrivers, benefitting from fine construction and almost no missing parts. Lvl 1 +1 360 gp Lvl 16 +4 45000 gp Lvl 6 +2 1800 gp Lvl 21 +5 225000 gp Lvl 11 +3 9000 gp Lvl 26 +6 1125000 gp
Table 76 Improved Toolkit
Implement (Toolkit) Enhancement: Attack rolls and damage rolls. Critical: +1d6 damage per plus
Deep down, you know that writing "scalpel" on an industrial laser cutter doesn't make it so, but your vic...er... patients don't. Lvl 4 +1 840 gp Lvl 19 +4 105000 gp Lvl 9 +2 4200 gp Lvl 24 +5 525000 gp Lvl 14 +3 21000 gp Lvl 29 +6 2625000 gp
Table 77 Heavily Modified Medical Gear
Implement (Toolkit) Enhancement: Attack rolls and damage rolls. Critical: +1d6 damage per plus.
EQUIPMENT - POUCHES
308
Power (Milestone): Use this power during a short rest following a milestone encounter. When you or an ally spends a healing surge, they gain an additional 1d6 hit points. This power may be used only once per target per milestone, and may affect as many targets as your Wisdom modifier (Min. 1) Power (Daily):Minor action. Target yourself or an adjacent ally. The target gains 1d6+Wisdom modifier temporary hit points.
There are few problems which can't be solved by adding in a small amount of liquid nitrogen. Lvl 5 +1 1000 gp Lvl 20 +4 125000 gp Lvl 10 +2 5000 gp Lvl 25 +5 625000 gp Lvl 15 +3 25000 gp Lvl 30 +6 3125000 gp
Table 78 Liquid Nitro Canister Case
Implement (Toolkit) Enhancement: Attack rolls and damage rolls. Critical: +1d8 cold damage per plus. Power (Daily): Free action. Use this power when you with a scavenger attack power which has the cold keyword. The area in a Burst 1 centered on the target becomes a zone of difficult terrain until the end of your next turn, and anyone beginning their turn in that zone takes 1d6 cold damage (increasing to 2d6 cold damage at 15th level and 4d6 cold damage at 25th level.)
In addition to the usual tools, this kit includes many liquids and powders designed to enhance explosions. Boom! Lvl 3 +1 680 gp Lvl 18 +4 85000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Table 79 Pyrotechnic Gear
Implement (Toolkit) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus. Property: All attack devices with the fire keyword do +1d8 damage on a critical. Power (Daily): Use this when you hit with a power with the fire keyword but miss at least 1 target. Select a missed target. That target takes half damage.
POUCHES
Pouches are used as implements by Scholars. Something like toolkits, in that they contain an ever-changing mix of small items, they are much more eclectic, holding not just technical toys and notes, but a mix of herbs, powders, pickled animal parts, crystals, and unidentifiable mixtures, bits, and pieces, much like the hot dogs at your local 7-11. A Scholar uses their pouch both to prepare their powers "off screen" and to enhance them during combat.
EQUIPMENT - POUCHES
A number of the components in this pouch pack an acidic punch. Lvl 2 +1 360 gp Lvl 17 +4 45000 gp Lvl 7 +2 1800 gp Lvl 22 +5 225000 gp Lvl 12 +3 9000 gp Lvl 27 +6 1125000 gp
Table 80 Corrosive Pouch
309
Implement (Pouch) Enhancement: Attack rolls and damage rolls. Critical: +1d6 acid damage per plus. Property: Any power with the acid keyword does +1d8 acid damage on a critical. Power (Encounter): When you hit someone with a Scholar attack power with the acid keyword when using this pouch, you may add the pouch's enhancement bonus to the damage done. Power (Daily): When you hit someone with a Scholar attack power with the acid keyword when using this pouch, you may also cause them to suffer a -2 modifier to Armor Class (save ends).
This pouch contains superior items of various sorts, purified, better organized, and cleansed. Lvl 1 +1 360 gp Lvl 16 +4 45000 gp Lvl 6 +2 1800 gp Lvl 21 +5 225000 gp Lvl 11 +3 9000 gp Lvl 26 +6 1125000 gp
Table 81 Enhanced Pouch
Implement (Pouch) Enhancement: Attack rolls and damage rolls. Critical: +1d6 damage per plus.
This pouch holds a number of healing herbs, alongside Ancestral drugs and medical tools. Lvl 4 +1 840 gp Lvl 19 +4 105000 gp Lvl 9 +2 4200 gp Lvl 24 +5 525000 gp Lvl 14 +3 21000 gp Lvl 29 +6 2625000 gp
Table 82 Medicinal Pouch
Implement (Pouch) Enhancement: Attack rolls and damage rolls. Critical: +1d6 damage per plus. Property: You may add this implement's enhancement bonus as an item bonus to any Heal checks you make.
310
Power (Daily): When you use this implement to deliver a power with the Healing keyword that requires you to roll dice to determine the amount healed, you may choose to reroll the dice if you do not like the result. You must take the second roll, even if it is lower.
Along with the usual mix of items, this pouch contains a number of powerful concoctions which can turn any thinking being's brain into mush. It is generally not true that wielders of these pouches are on an endless quest for the Ancestor's sacred foods of "kukido" and "doreetoes". Lvl 3 +1 680 gp Lvl 18 +4 85000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Table 83 Psychedelic Pouch
Implement (Pouch) Enhancement: Attack rolls and damage rolls. Critical: +1d6 psychic damage per plus. Property: Any power with the psychic keyword does +1d8 psychic damage on a critical. Power (Daily): When you use this item to hit with an attack with psychic keyword, the target is also dazed until the end of your next turn.
Sometimes, it is better to debilitate an enemy than to aid a friend. This pouch contains an assortment of venoms, toxins, and delivery mechanisms, designed to make a scholars detrimental mixtures more effective. Lvl 5 +1 1000 gp Lvl 20 +4 125000 gp Lvl 10 +2 5000 gp Lvl 25 +5 625000 gp Lvl 15 +3 25000 gp Lvl 30 +6 3125000 gp
Table 84 Serpentfang Pouch
Implement (Pouch) Enhancement: Attack rolls and damage rolls. Critical: +1d6 poison damage per plus. Property: Any power with the poison keyword does +1d8 poison damage on a critical. Power (Daily): When you use this item to hit with an attack which causes ongoing poison damage, you ignore any poison resistance the target might have. If the target has no poison resistance, he does not get to save against the ongoing damage at the end of his next turn.
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Property: BiteBlockers provider a +2 item bonus to Armor Class against unarmed melee opportunity attacks. Power (Encounter): Immediate reaction. Use this power when you are missed by an unarmed opportunity melee attack. You may immediately make a basic melee attack against the source of the triggering attack.
What's cooler than a buzzsaw in your arm? Being able to shoot a buzzsaw from your arm, that's what! Lvl 14 21,000 gp
Table 86 Buzzflingers
Property: You gain a +2 item bonus to Armor Class against melee opportunity attacks. Power (Encounter): Immediate Reaction. Trigger: Someone misses you with a melee opportunity attack. Effect: They take 5 ongoing damage and are at -2 to melee attacks (save ends both). Power (Daily): Standard action. You may make a ranged 10 attack, +19 vs. Armor Class. If you hit, do 2d10+5 Brutal 1 damage and the target takes 10 ongoing damage (save ends). If you use this power, you may not use the encounter power again until after a short rest.
Offered for sale to street fighters, bodyguards, and people who just wanted to look tough, these arm-mounted exoskeletons had a simple neural interface that meant they could only be used for fairly straightforward attack motions. Lvl 6 +2 1,800 gp Lvl 16 +4 45,000 gp Lvl 26 +6 1,125,000 gp
Table 87 Combat-O Brand Power Enhancers
This device has a slot for a UPC, but it is not required for its basic functions. A full UPC of the device's level or less is needed to use the encounter power. Property: Add the listed bonus to damage rolls for melee basic attacks. Power (Encounter): If a full UPC is slotted into the Power Enhancers, you may add an additional 1d6 to damage done with a basic melee attack. Use this as a free action after hitting with the attack but before damage is rolled. Increased to 2d6 at 16th level and to 3d6 at 26th level.
312
These bands of plastic and embedded superconductors were supposed to draw off harmful power surges and store them safely, but a few minor modifications makes them more useful. Safety is for wimps. Lvl 13 17,900 gp Lvl 18 85,000 gp Lvl 23 425,000 gp
Table 88 Grounding Wristbands
Property: You gain Resist 10 (Lightning). This increases to Resist 15 (Lightning) at 23rd level. Power (Encounter): Immediate Interrupt. Use this power when you take lightning damage. You may deal 4 points of lightning damage to any target within 5 squares. Increase to 6 points at 18th level and to 10 points at 23rd level. Power (Daily): Minor Action. Use this power before the end of the next turn after you were hit with an attack which did lightning damage. You may make a ranged 10 attack using the grounding wristband's level +3 vs Reflex. If you hit, do 3d8 lightning damage to the target, increasing to 4d8 with the 18th level wristbands and 5d8 with the 23rd level wristbands.
The wrist mounted device at first seems inert. Then the correct pattern of presses causes it to fan out, forming a slightly concave disk. It's nearly weightless, but it can turn back the claws of an angry bloodger, and that takes some doing. Lvl 5 1000 gp
Table 89 Microbuckler
Item Slot: Arms Property: This arm-mounted device can create a small shield, granting a +1 to AC and Reflex defense, as a minor action. The character must be permitted to use a shield for this item to be equipped, and normal proficiency rules apply. Deactivating the shield is a free action. The shield appears as an unfolding series of concentric metal plates, paper thin, but fantastically strong. Many bear the symbols of various groups of the Ancients.
You consult the old maps and the traveler's holojournal. It seems acid ants infest this part of the ruins. While the rest of the party bandages wounds and cleans their blades, you carefully alter the complex pattern of symbols displayed on the wristband. If you've done it right, it should help protect you from their corrosive attacks. Lvl 8 3400 gp Lvl 18 85000 gp Lvl 28 2125000 gp
Table 90 Multiphasic Microbuckler
Item Slot: Arms Property: This arm-mounted device can create a small shield, granting a +1 to AC and Reflex defense, as a minor action. The character must be permitted to use a shield for this item to be equipped. Deactivating the shield is a free action.
313
Power(Daily) Short Rest: During a short rest, the user of the shield may tune it, creating a force field which can prevent some types of damage. Select one from Acid, Atomic, Cold, Fire, Lightning, Radiant, Thunder. The wielder gains Resist 5 to that damage type, increasing to Resist 10 at 18th level and Resist 15 at 28th level. The adjustment lasts until the end of the next encounter or extended rest.
There's a slight sting when you snap the armband shut, then a wave of dizziness... then the world blossoms with firing solutions and no matter what you look at, you see its weak points and know just how to hit it. Lvl 2 520 gp Lvl 17 65000 gp Lvl 7 2600 gp Lvl 22 325000 gp Lvl 12 13000 gp Lvl 27 1625000 gp
Table 91 Neural Targeting Link
Item Slot: Arms Property: This device interfaces hand and eye, allowing you to more precisely hit targets. Various models of the device have differing degrees of neural quality, granting item bonuses as follows. All bonuses apply only to attacks with the Ranged and Weapon keywords. Level 2 7 12 17 22 27 Bonus +2 item bonus to ranged basic weapon attack rolls. +2 item bonus to all ranged weapon attack rolls. +4 item bonus to ranged basic weapon attack rolls, +2 to other ranged weapon attack rolls +4 item bonus to all ranged weapon attack rolls +6 item bonus to ranged basic weapon attack rolls, +4 to other ranged weapon attack rolls +6 item bonus to all ranged weapon attack rolls
Not only can you see your face in it, you can see your enemy's face in it as he's fried by his own laser beam. Boo-yah! Lvl 9 4,200 gp Lvl 19 105,000 gp
Table 92 Reflec Shield
This shield, which comes in small and large sizes, is made of very strong but very light foil. Property: The shield weighs only 1 lb. Normal skill use penalties for holding a shield apply, however. Property: The shield bonus granted by this item (+1 for small shield, +2 for large), is increases by +1 and applies to all defenses against attacks with the laser or gaze keywords. Power (Encounter): Immediate interrupt. Use this power when you are hit or missed by an attack with the laser or gaze keywords. Make an attack using your level+3 against the source's Reflex defense. If you hit, he takes half damage from the attack, and is bloody embarassed.
A popular item among those who prowled the lower reaches of the great megacities, these wristbands can produce slashing blades to startle opponents.
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Property: +1 item bonus to Armor Class against melee attacks. Power (Encounter): Use this power when you have hit an enemy against whom you have combat advantage. Make a secondary attack of Dex+3 vs. AC. If you hit, do an additional 1d6+Strength damage.
Originally intended to help individuals with nerve degeneration, this small device which fits on the upper arm greatly enhances fine muscular control. Lvl 1 +1 360 gp Lvl 16 +4 45000 gp Lvl 6 +2 1800 gp Lvl 21 +5 225000 gp Lvl 11 +3 9000 gp Lvl 26 +6 1125000 gp
Table 94 Stabilizing Patch
Property: You gain an item bonus to Thievery checks equal to the bonus listed above. Power (Daily): Free Action. When you are affected by an ongoing poison or psychic power that imposes the dazed, stunned, slowed, or immobilized conditions, you may immediately make a save against it as a free action, with a bonus equal to 1/2 the bonus granted to Thievery.
"Your mother wore them... so should you!" (Advertising campaign of Gruberman Industries) Lvl 5 1000 gp Lvl 15 25000 gp Lvl 25 625000 gp
Table 95 Combat Boots
Property: You gain a +1 item bonus to Reflex defense, increasing to +2 at 15th level and to +3 at 25th level. Power (Daily): Standard action. "Boot To The Head!" Make a melee attack of level+5 vs. Armor Class. Hit: Do 1d10+Strength modifier damage and either push target 1 square or knock target prone. On a critical hit, the target is dazed (save ends). Miss: you fall prone and your target may make a melee basic attack against you. Damage increases to 2d10+Strength modifier at 15th level and to 3d10+Strength modifier at 25th level.
"They remember where you live, even if you don't!" Lvl 14 21,000 gp
Table 96 Drunkard's Boots
315
The age of the Ancestor's was one of indulgence, and the number of different ways they found to alter their consciousness is beyond the scope of this book. In the huge arcologies, it was often the case that citizens lacked personal vehicles and so had to make use of "walking" as a means of transit, something which could be hard to do after experiencing this week's drug fad. "Drunkard's Boots" latch into the wearer's nervous system and provide mobility when the wearer is incapable of doing so. Property: When you are unconscious, these boots will move you three squares during your turn, provided you are not restrained or immobilized due to some condition other than your unconsciousness. They will always move you away from danger and enemies and out of any zones or dangerous terrain, if possible.
Marketed under the brand name "Elven Snowshoes", these items use a controlled gravitic field to spread the wearers weight over a wide area. A million uses around the home and office. Lvl 6 1800 gp
Table 97 Gravitic Dispersion Boots
Property: Your ground pressure is greatly reduced, so that you seem to weigh only about a tenth of what you normally do. Any traps or pressure plates that rely on a minimum weight to trigger them will fail. You can pass over some forms of difficult terrain, such as thick snow, with no difficulty. You gain a +2 item bonus to Acrobatics checks to retain your balance and a +2 item bonus to Athletics checks to climb (as you can use footholds which would not support you if your full weight was on them.) In some circumstances, you should also gain a +2 item bonus to other skills (for example, to Stealth checks when moving over creaky floors).
After several centuries of progress, the Ancestors created hiking boots actually worth the insane prices that yuppie hikers paid for them. Not that this meant any of them would actually go out into the wilderness, mind you. Lvl 9 4,200 gp Lvl 19 105,000 gp
Table 98 Hiking Boots
These boots are equipped with reactive systems that massage feet, inject painkillers, enhance circulation, and otherwise make long walks a lot more bearable. Property: Your overland speed increases by 1, or by 2 for the 19th level version. Power (Encounter): When you make a saving throw to end an effect which causes you to be slowed, you may roll twice and choose either roll.
Designed for people who needed to tromp through burning toxic waste on a regular basis. These were issued to all citizens of the land of Jerzee prior to the Cataclysm. Lvl 12 13,000 gp Lvl 17 65,000 gp Lvl 22 325,000 gp
Table 99 Industrial Footgear
316
Property: These boots provide Resist 5 (all) to damage from walking on dangerous terrain, unless the source of the damage is contact with any exposed skin, inhalation, and so on. The DM has final say on if this resistance applies based on the nature of the terrain. This resistance increases to 10 at 17th level and to 15 at 22nd level.
While not quite allowing flight, they do provide a significant boost. Lvl 8 3400 gp
Table 100 Microjet Boots
Property: You are always considered to have a running start when making Athletics checks to jump. Power (At-Will) Move action. You may rise up to three squares vertically. You can step to an adjacent surface, but cannot otherwise move while airborne. You cannot rise more than three squares. You can descend safely as a minor action. If forced to move while hovering, you will fall at the end of the forced movement.
For a second, you thought something was horribly wrong when your new boots clamped onto your legs and forced you to leap sideways. Then the explosion consumed the spot you had been on just moments before... Lvl 7 2,600 gp
Table 101 Responsive Boots
These boots, equipped with an array of sensors and microfibers that tap into the nervous system, were designed for soldiers and for workers in high-danger environments. Power (Daily): Immediate interrupt. Trigger: You are hit by an area attack. Effect: You immediately slide 1 square, to the nearest square not covered by the attack. If there is no such square, this power is not expended.
Made by the Acme Corporation. What could possibly go wrong? Lvl 11 9,000 gp Lvl 16 45,000 gp
Table 102 Rocket Boots
Property: Gain a +1 item bonus to speed. At the end of each move action where you took advantage of this power (i.e, moved more than your unmodified speed), make an easy Acrobatics check or fall prone. The 16th level version adds the following power. Power (Encounter): Move action. You may move across any gap as part of your move, without making an Athletics check to jump. You must end on solid ground, and can gain or lose no more than one square in altitude.
Originally intended as a recreational item, these soft grey foot coverings can become utterly frictionless for a brief instant, facilitating some types of movement. Lvl 4 840 gp
317
Power (Encounter) Free action. Use this power just before you run. Your run speed increases by 2 (+4 over your normal move). If you move into difficult terrain at any time during this move, you stop instantly. If you are not trained in Acrobatics, you must make a DC 18 Acrobatics check at the end of your move or fall prone.
These boots are equipped with countervibrational systems that absorb all sounds of motion. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Table 104 Sound Baffles
Property: Gain the listed value as an Item bonus to Stealth checks. Power (Encounter): Immediate interrupt. Use this power when you are hit by an attack which does Thunder damage. You gain Resist 5 (Thunder) until the end of your next turn, increasing to Resist (10) at 13th level and to Resist (15) at 23rd level.
Low fences are no obstacle for you! Low ceilings, though... ouch. Lvl 10 Lvl 15 Lvl 20 1,000 gp 25,000 gp 125,000 gp
Property: Add 2 feet to all high jump checks, increasing to 5 feet at 15th level and 8 feet at 20th level. Power (Encounter): As part of a move action, you may vault over one square, clearing obstacles up to 5 feet in height without needing to make an Athletics check (alternatively, you may automatically add 5 feet to the height of a jump). The 15th level version allows you to leap 10 feet, and the 20th level version, 15 feet. If you choose to add to the height of a jump using this power, it does not stack with the bonus from the property.
Many materials used by the Ancestors were virtually frictionless, which posed some problems for those working with them. These boots generate a field of high cohesion, increasing traction. Lvl 5 1,000 gp
Table 106 Traction Soles
Property: Gain a +4 item bonus to all Acrobatics checks for maintaining balance. Power (Encounter): Immediate Interrupt. Use this power when you are affected by a push, pull, or slide. You may reduce the total forced movement by 1.
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Item Slot: Hands Property: Gain +2 item bonus to Athletics checks made to climb. This increases to +4 at 15th level and +6 at 25th level. Power (Encounter): Free action. Gain a +1 item bonus to your climb speed until the end of your turn. This increases to a +2 bonus at 10th level and a +3 bonus at 25th level.
It hurts to use these things... it will hurt even more if you can't fire your gun. Lvl 10 5,000 gp Lvl 25 625,000 gp Lvl 15 25,000 gp Lvl 30 3,125,000 gp Lvl 20 125,000 gp
Table 108 Bioforce Gauntlets
Power(Daily): Expend a healing surge. A single UPC of the same level as the gauntlets, or lower, becomes fully charged.xiii Power(Daily, Healing): Standard action. Make an unarmed melee attack (Level+3 vs. Fortitude) against an adjacent creature. Hit: The creature takes 5 points of damage (10 at 20th level, 15 at 30th) and you gain hit points as if you had spent a healing surge.
Often used by street thugs or bodyguards, these metal and plastic gloves turn biological energy into shocking force. Lvl 11 9,000 gp Lvl 16 45,000 gp Lvl 21 225,000 gp
Table 109 Electro Gloves
This item has a slot for a UPC, but does not need one for its primary abilities. Property: Your unarmed attacks do lightning damage. Power (Encounter): Minor Action. The next time you hit with a melee attack before the end of your next turn, you do an additional 1d6 lightning damage, increasing to 2d6 at 16th level and to 3d6 at 21st level. Power (Daily): Free action. Use this power when you score a critical hit with a melee attack. The target is also dazed until the end of your next turn. If using the 21st level version, they are stunned until the end of your next turn.
319
The man you bought them from swore they shot death rays. If you survive the fight with the angry bloodgers, you'll have a few words with him. Lvl 1 180 gp
Table 110 Flare Gloves
Slot: Hands Property: At will, they will create a region of either dim light or bright light, in a close burst 2 or a close blast 3. The primary advantage the gloves offer is that you do not need to hold a torch or the like to get light. A 1st level UPC will power the gloves for 24 hours of continuous use.
Thousands of microscopic sensors provide constant feedback and information as you seek to manipulate a mechanism. Lvl 3 620 gp Lvl 13 17000 gp Lvl 23 425000 gp
Table 111 Scanning Gloves
These gloves resemble thick workman's gloves, oddly bulky for a creation of the Ancestors, but they contain a variety of scanning mechanisms and a neural feedback system that gives the wielder detailed data about mechanisms they're touching. Property: Gain a +2 item bonus on Thievery checks to disable traps or pick locks, and a +2 item bonus on perception checks to locate traps in an item you are touching. These bonuses increase to +4 at 13th level and +6 at 23rd level. Power (Daily): Gain an automatic success on a skill challenge to identify a technological item.
Spelling courtesy of early 23rd century ideas of "cool". Lvl 4 840 gp Lvl 14 21,000 gp Lvl 24 525,000 gp
Table 112 Shure-Gripp Gauntlets
Property: These heavy gloves, fitted with an exoskeleton that locks in place on command, give a +2 item bonus to all grab attacks rolls and rolls to oppose escapes from grabs. This bonus increases to +4 at 14th level and to +6 at 24th level. Power (Encounter): Minor Action. If you have someone grabbed, you may do your Strength modifier+2 in damage to them, increasing to Strength modifier +4 at level 14 and to Strength modifier +6 at level 24. The 14th and 24th level versions also have the following: Power (Daily): Free action. Use this power when you have grabbed a target. Until the target escapes, each time he takes an action, you may deal your Strength modifier in damage to him.
320
"Just sit back and let the gloves do the work!" (Advertisement in Greater New England Journal Of Cybermedicine, 2312) Lvl 2 520 gp Lvl 12 13,000 gp Lvl 22 325,000 gp
Table 113 Surgical Gloves
Property: Gain a +1 item bonus to Heal checks, increasing to +3 at 12th level and to +5 at 22nd level. Power (Encounter): When you perform a Heal check to let an ally take a Second Wind, he gains an additional 1d6 hit points, increasing to 2d6 at 12th level and to 3d6 at 22nd level.
It takes a good bit of practice to learn the appropriate hand motions to activate and control these devices, but when you do, they have a thousand uses around the home and office. Lvl 6 1,800 gp
Table 114 Tractor-Presser Beams
Power (At-Will) Minor action. By using the gravitic and repulsive beams generated by these extremely advanced gloves, you can levitate small objects, push distant buttons, and so on. The focus of force can manipulate objects about as well as a human hand can, and can lift up to 30 lbs. Granular material (such as a handful of sand) can be manipulated with an easy Technology check. You can move a gripped object at speed 5. The gloves have a range of 5. You cannot make attacks with this glove, or target items held by enemies such as weapons. (You may attempt a ranged Thievery check against an unaware opponent. Use the lower of Thievery or Technology when making this check.)
A product of the Octavius Corporation. Lvl 7 2,600 gp Lvl 17 65,000 gp Lvl 27 1,625,000 gp
Table 115 Waldo Gauntlets
Property: When not in combat, you gain an extra square of reach with these gloves, however, all skill checks made at that range suffer a -2 modifier. Power (Encounter): Once per encounter, as a free action, you may extend your reach by 1 square prior to making an attack, though the attack roll will be at a -2 modifier. At 17th level, you may use this to make opportunity attacks (you have threatening reach, in effect). At 27th level, you may do this twice per encounter.
321
This is an oddly asymmetrical device, a headband with several unusual protrusions and attachments. Once fitted, you can feel an odd sense of calm and focus fill you. Lvl 8 3400 gp Lvl 18 85000 gp Lvl 28 2125000 gp
Table 116 Cerebral Wave Stabilizer
Property: You gain Resist 5 (Psychic), increasing to Resist 10 at 18th level and Resist 15 at 28th level. Power (Daily): Immediate reaction. Trigger: You are hit by an attack with the psychic keyword which causes an effect a save can end. You may immediately roll a saving throw. If you succeed, the 'save ends' portion of the attack does not occur.
You don't even see who or what stabbed you in the back, but your arm draws your vibroblade, and your body spins around and slashes at the assailant, all without a single thought from you. Lvl 21 225000 gp
Table 117 Contingency Reflex Booster
Requirement: You must have an Action Point. Power (Daily) Short Rest. You describe a simple condition, such as "I am attacked", "I am bloodied", "An ally falls unconscious.". You then select an unexpended power which can be used as a standard, move, or minor action, and choose legal targets for that power. If the condition occurs prior to your next extended rest, the described power (if still unexpended) is used on the appropriate targets, and your action point is expended. This occurs before any effects of the triggering condition are applied, but does not prevent the effects, even if the source is killed. Conditions chosen must be simple and objective and not include any comparative conditions. If the reaction is not possible (for example, you specify the use of a Melee power and the target is not in range), then you do not lose the action point or the specified power, but you cannot reset the Contingency Reflex Booster until after your next extended rest. The DM is the final judge on if a condition is acceptable and if it is triggered. Legal examples include: "If I am bloodied, activate my medkit, targeting me." "If I am attacked, make a melee basic attack against the source of the attack." "If an ally falls unconscious, move adjacent to him."
Note that if your programmed action would provoke opportunity attacks, it does. You may choose to countermand the programmed action, but if you do, you expend the action point and the power .
These devices point out the weaknesses in objects and structures, including robots. They also make you prone to speaking in a thick, fake, Scottish accent.
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Property: You may add 1d6+your Intelligence or Wisdom modifier to damage done when you hit an object, increasing to 2d6 at 12th level and to 3d6 at 22nd level. If you are trained in Technology, roll d8 instead of d6. Power (Encounter): Immediate Interrupt. Use this power when you hit a robot, cyborg, or android, but before you roll damage. You may add your Intelligence or Wisdom modifier to the damage done. At 12th level, add your Intelligence or Wisdom modifier +3. At 22nd level, add your Intelligence or Wisdom modifier +6.
These odd earpieces slightly dull some sounds, but they also keep you steady. Lvl 4 840 gp Lvl 14 21,000 gp Lvl 24 525,000 gp
Table 119 Equilibrium Enhancers
Property: Gain a +1 bonus to all defenses against close or area attacks with the thunder keyword, increasing to +2 at level 14 and +3 at level 24. Property: Gain a +2 item bonus on all balance checks, increasing to +4 at 14th level and to +6 at 24th level. Power (Daily): Free action. Use this when an attack will cause you to be knocked prone. You may immediately make a saving throw with a +2 item bonus; if it succeeds, you are not knocked prone. At 14th level, you may use this as an encounter power. At 24th level, you may use this power twice per encounter.
Not only are they incredibly stylish, but you can see in the dark! The stylish is a lot more important, though. Lvl 3 680 gp
Table 120 Light Enhancing Lenses
Fitting the entire headpiece in place is a bit tricky, but once it's done, you have a direct feed into your brain of everything around you. Lvl 14 21,000 gp
Table 121 Personal Sonar Set
Property: You can partially ignore lightly or heavily obscured squares caused by thick vapors, snow, smoke, and similar sources. Within a burst 5 radius, you ignore such obscurement completely; up to a burst 10 radius, you can ignore lightly obscured squares and treat heavily obscured squares as lightly obscured.
323
Power (Encounter): As a minor action, you can scan the squares within a close burst 2 radius. If those squares contain hidden or invisible creatures, you will know which squares they are in, and may choose that square as the target for an attack. You still suffer the usual penalty for attacking a creature you can't see. Power (Daily): Minor Action. You gain blindsight 5 until the end of your turn.
There are times when it's better not to see what's coming at you, and these lenses are for just such times. Property: You have a +2 bonus to all defenses against close or area attacks with the radiant or laser keywords. Power (Encounter): Free action. Use this power when you are blinded. You may immediately roll a saving throw at +2. If you succeed, you are not blinded.
The noise and confusion of combat keep you from focusing on the enemy you hate the most, until you activate this device. Your chosen for stands out clearly, and the rest of the chaos fades away. Lvl 10 5000 gp
Table 122 Sensory Filter Implants
Power (Daily) Minor action. Name an enemy you can see. Until you deactivate this power or until the end of the encounter, you gain a +2 item bonus to attack and damage rolls against that enemy, and a +4 item bonus on Perception checks made to spot that enemy. That enemy does not get combat advantage against you if it flanks you. All other enemies get a +1 bonus to attack rolls made against you.
The small device causes a brief moment of pain as it bores into your skull. Then the pain passes. You feel around and push the small red piece of glass you found earlier into the slot. Suddenly, you know exactly what kind of tree it was that tried to eat you. Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Table 123 Skilljack
A skilljack is a device which allows the use of skillchips. The skillchip must be of level equal to or less than that of the skilljack. Skillchips can be found for all skills. The cost of a skillchip is 1/10th that of a skilljack of the same level. Slotting a skillchip is a minor action, but you can change skillchips only once per encounter (or once every 5 minutes outside of combat.) Property: You gain an item bonus to the slotted skill equal to that specified for the level of the skilljack. Power (Daily): Immediate interrupt. Trigger: You roll a check for the slotted skill and do not like the result. Effect: You may immediately reroll, doubling the item bonus granted by the skilljack. This destroys the skillchip, but not the jack.
324
This simple headband is made of a silvery metal that is warm to the touch. When you put it on, you feel an odd quiet, as if a noise you couldn't hear had suddenly been silenced. Lvl 5 1,000 gp Lvl 15 25,000 gp Lvl 25 625,000 gp
Table 124 Psi-Static Headband
Property: You gain a +1 item bonus to Will defense. This increases to +2 at 15th level and to +3 at 25th level. Power (Encounter): Immediate reaction. Trigger: Someone scores a critical hit against you with an attack which has the psychic keyword. Effect: The source of the triggering attack takes half the damage he dealt to you as untyped damage.
As you chat calmly with the urbane bandit leader, the tiny devices implanted near your eyes, easily mistaken for simple jewelry, fill your mind with an ongoing analysis of every facial twitch and subtle shift in posture. Lvl 6 1800 gp Lvl 16 45000 gp Lvl 26 1125000 gp
Table 125 Social Profiling Sensors
Property: You gain a +2 item bonus on Diplomacy and Insight checks, increasing to +4 at level 16 and +6 at level 26. Power (Daily): Immediate reaction. Trigger: An ally within 5 squares is required to make a Diplomacy or Insight check. Effect: You may roll instead, using your own modifiers.
The silver-and-azure device bleeps poignantly in your hand. For lack of anything better to do, you stick it in your ear. When your ally does likewise with an identical device, you are suddenly horrified to discover that they are having lecherous fantasies about you, which make certain flattering, but false, assumptions about what sort of mutations you have. Lvl 1 360 gp Lvl 11 9,000 gp Lvl 21 225,000 gp
Table 126 T-Comm Implants
Property: These devices always come in pairs. The wearers of each item may communicate telepathically, as a free action, over a distance of 5 squares. This increases to 15 squares at 11th level and to 30 squares at 21st level. Implanting or removing the devices is a minor action, but using them is a free action on your turn only. Only thoughts deliberately sent to the recipient can be heard.
The instant you see combat starting, a full battle plan unfolds on the inside of these goggles. You call out orders, and hope that this time, the morons will listen to you.
325
Property: You and all allies within 5 squares gain a +1 item bonus to Initiative checks, increasing to +2 at 19th level and +3 at 29th level. Just as you decide to fire on the ratoid with the blue hat, the goggles flash a warning indicating a high probability of failure. An instant before the trigger is pulled, you switch to the one next to him. Power (Daily): Immediate Interrupt. Trigger: You make a ranged or melee weapon attack against a single creature and miss. Effect: You may immediately reroll the attack against a different target.
The dull silver circlet stings slightly as it extrudes tendrils deep into your jugular. You feel an odd tingling sensation as a network of microscopic fibers and invisible machines builds itself into your bloodstream. Lvl 2 +1 520 gp Lvl 17 +4 65000 gp Lvl 7 +2 2600 gp Lvl 22 +5 325000 gp Lvl 12 +3 13000 gp Lvl 27 +6 1625000 gp
Table 128 Filtering Torc
Enhancement: Fortitude, Reflex, and Will Property: You may add this item's enhancement bonus as an item bonus to your Fortitude defense against any attack with the poison keyword. Power (At-Will): Immediate interrupt. Trigger: You become subject to a poison effect which a save can end. Effect: You may roll a save immediately.
This dull black and yellow neck ring was often used by engineers who worked with the great power transmitting towers that once covered the land. I'll bet none of them ever imagined it would one day be used to defend against a lightningspitting rose bush. Well, unless they had some really good drugs. Then they might have imagined it. Lvl 5 +1 Lvl 10 +2 1,000 gp Lvl 20 +4 5,000 gp Lvl 25 +5 125,000 gp 625,000 gp
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Enhancement: Fortitude, Reflex, and Will Property: You gain Resist 5 (Lightning), increasing to Resist 10 at 15th level and Resist 15 at 25th level. Power (Daily) Immediate Interrupt. Trigger: You are hit by an attack which does lightning damage. Effect: You may choose to take no damage from the attack, or to take half damage (the resistance of the torc then applies) and have an adjacent creature take the same amount of damage.
At first, the horrid blue thing that attached itself to your neck disgusted you, but after it saved your life when confronting the blizzard bear, you've named it "George". George whispers to you at night. He tells you things. Important things. Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Table 130 Icebug Parasite
Enhancement: Fortitude, Reflex, and Will Property: You gain Resist 5 (Cold), increasing to Resist 10 at 15th level and Resist 15 at 25th level. Power (Encounter): Free Action. Use this power when you take cold damage. The enhancement bonus of this item increases by 1 until the end of your next turn. Power (Daily): Minor Action. Until the end of your next turn, any enemy which begins its turn adjacent to you takes 1d6 cold damage, increasing to 2d6 at 15th level and to 4d6 at 25th level.
Subsonics, magnetic fields, and direct nerve stimulation bolster willpower and allow the user to resist control. These torcs were standard gear for veterans of the psychic wars. Lvl 2 +1 520 gp Lvl 17 +4 65000 gp Lvl 7 +2 2600 gp Lvl 22 +5 325000 gp Lvl 12 +3 13000 gp Lvl 27 +6 1625000 gp
Table 131 Liberating Torc
Enhancement: Fortitude, Reflex, and Will Property: If you are dominated, you become dazed instead. All other effects of the condition, including when it terminates, remain the same. Property: You gain a +2 item bonus to all defenses against powers with the psychic keyword. This increases to a +4 bonus at level 22.
Even as the bleeding gash in your leg begins to throb, the silver neckpiece you found in the old ruin glows and pulses. Though the wound remains, the pain is dulled and you can act freely. Lvl 3 +1 680 gp Lvl 18 +4 85000 gp
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Enhancement: Fortitude, Reflex, and Will Power (Daily) Immediate Interrupt. Trigger: At the beginning of your turn, you are about to be subject to the effects of a condition a save can end. Effect: You do not suffer the consequences of that effect during this turn. You may save as usual at the end of the turn. Special: At 23rd level and above, this become an Encounter power.
The Ancestors made war on each other with deadly ailments, and those who dealt with such things often wore these red and white neckpieces. Lvl 1 +1 360 gp Lvl 15 +4 25000 gp Lvl 5 +2 1000 gp Lvl 20 +5 125000 gp Lvl 10 +3 5000 gp Lvl 25 +6 625000 gp
Table 133 Plagueworker's Torc
Enhancement: Fortitude, Reflex, and Will Property: You cannot contract a disease of the same or lower level than the torc. You gain a bonus on all Endurance checks against disease equal to the torc's enhancement bonus.
Even as this neckband defends you against harm, it improves your natural healing abilities to protect you against whatever damage does slip past. Lvl 3 +1 680 gp Lvl 18 +4 85000 gp Lvl 8 +2 3400 gp Lvl 23 +5 425000 gp Lvl 13 +3 17000 gp Lvl 28 +6 2125000 gp
Table 134 Revitalizing Torc
Enhancement: Fortitude, Reflex, and Will Property: Anyone making a Heal check with you as the target gains an item bonus equal to this torc's enhancement bonus. Power (Daily): Minor action. Spend a healing surge and add this item's enhancement bonus+1 to the amount healed.
It's probable this device was used for purely cosmetic purposes long ago, but today, the sudden burst of brilliant lights can break an opponent's focus. Lvl 4 +1 840 gp Lvl 19 +4 105000 gp Lvl 9 +2 4200 gp Lvl 24 +5 525000 gp Lvl 14 +3 21000 gp Lvl 29 +6 2625000 gp
Table 135 Sparkling Torc
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Power (Encounter) Minor Action. Target a creature within 10 squares which has you marked. You are no longer marked by that creature.
IMPLANTS (RINGS)
Some of the most advanced technology of the Ancestors was also some of the most unobtrusive -- tiny machines and systems the size of a finger joint, if that, which could attach themselves to the body, with only slight external signs to show they were even there. No creature can bear more than two such items, due to mumble mumble nanotechnological overlap fields mumble mumble biosystem shock effects mumble mumble. For reasons manifold and obscure, the types of energy generated by enchanted rings (if you are mixing magic and technology, and why not?) also interferes with these implants, so that one may have no more than two, in total, of both. (Two rings, or two implants, or one of each.) These implants usually have a small external feature which allows the user to deactivate and extract them. Typically, this will be a metallic nodule or crystalline protrusion which serves to provide both an access point and some form of readout or reporting functionality, though it may be a while before a user realizes what it means when the chrome diamond on the back of his hand flashes red, or the like.
It's an oddly tapered cylinder that hums slightly and feels warm. When touched to your skin, it suddenly dissolves into liquid metal flows directly into your flesh, leaving behind only a pattern of small silver nodes. A somewhat disgruntled sounding voice suddenly echoes in your mind. "Well, it's not lupus." Lvl 12 13000 gp
Table 136 Doc-In-A-Box
Property: Gain one healing surge. Power (Encounter): When you are entitled to make a saving throw against any condition a save can end, you may roll twice and use either result. Power (Daily): Standard Action. Regain hit points as if you had spent a healing surge.
The world becomes a symphony of color. Or maybe a painting of sound. Or something. Anyway, you can notice things you couldn't before, and unlike the time you ate those mushrooms, you're pretty sure that all the things you see now are real. Lvl 15 25000 gp
Table 137 Hyperspectral Optics
Property: You gain darkvision, and a +2 item bonus to perception checks that rely on sight. Power (Encounter): Free action, usable on your turn only. Until the end of your next turn, you can see invisible creatures.
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This device, once implanted, runs receptors and recorders along all of the major muscle groups, and can replicate a sequence of motions precisely, or adapt them as needed to a new situation. Property: Gain a +2 item bonus to Athletics and Acrobatics checks Power (Daily): Free Action. You regain the use of an expended martial encounter utility power.
You start to fall off the cliff, but this belt shoots out a grappling line and saves you. That was helpful. Lvl 2 520 gp
Table 139 Auto-Winch
Power (Encounter): Immediate Interrupt. Trigger: You must make a saving throw or be forced to move into dangerous terrain. Effect: The save automatically succeeds and you do not fall prone.
These belts were part of a fad pseudo-sport that caught the attention of the world from June 3rd, 2309 to June 17th, 2309. (By the standards of the 24th century, this was a long lived fad). Thanks to autofactories, far more of these belts were created than were needed, so a surprising number of them remain to be found. Lvl 6 1800 gp Lvl 16 45000 gp
Table 140 Battering Belt
Power (Daily) Minor action. The wearer makes a melee attack, using their level +3 vs. Fortitude. On a hit, the target takes 1d10+2 force damage and is pushed 3 squares. When using the level 16 model ("The Better Batterer"), the attack is level+4 vs. Fortitude, and increase damage to 2d10+4 and the target is dazed (save ends).
When the blaster slots in, the holster begins to make a soft humming sound as the power cell in the gun begins to be supercharged. Lvl 10 5,000 gp Lvl 15 25,000 gp Lvl 20 125,000 gp
Table 141 Charging Holster
This holster can hold any one-handed technological weapon, but its properties and powers only apply to those weapons which require a UPC to function.
330
Property: If a gun is placed in this holster with a fresh UPC prior to an extended rest, when it is removed, the first shot fired will not consume a charge. At 15th level, the first two shots fired do not consume charges, and, at 20th level, the first three shots fired do not consume a charge. Power (Encounter): Use this power when you make an attack action with a gun that has been stored in the holster for at least a short rest. All shots you fire until the end of your current turn gain a +1 item bonus to damage. If the holster is 15th level, increases the damage bonus to +2. If the holster is 20th level, all attacks you make with the gun until the end of your next turn gain a +2 item bonus to damage.
This device consists of several small modules linked by wires. When activated, the wires extend and cross your body, giving you considerable support when using your muscles. Lvl 1 +1 840 gp Lvl 16 +4 105000 gp Lvl 6 +2 4200 gp Lvl 21 +5 525000 gp Lvl 11 +3 21000 gp Lvl 26 +6 2625000 gp
Table 142 Industrial Exoskeleton
Property: Gain an Item bonus to your Strength for purposes of determining encumbrance, as noted in the table above. Power (Encounter): Free action. Before making a Strength check to break, shove, bend, etc, an item, you may add the listed value as item bonus to the check. You may declare you are doing this after the roll has been made but before the result is announced. Power (Daily): Minor action. You must expend a UPC of the exoskeleton's level or higher. If you do so, add the listed bonus to the next melee damage roll you make before the end of your next turn.
Originally intended to help disperse dangerous kinetic force in accidents, this small device that clips onto any belt or sash can also be used to focus that energy and direct it. Lvl 8 3,400 gp Lvl 13 17,000 gp Lvl 18 85,000 gp
Table 143 Kinetic Dispersal Pack
Property: You can perform a Bull Rush on a creature that is up to two size categories larger than you. Property: You gain a +1 item bonus on the attack roll when you perform a Bull Rush, increasing to +2 with the level 13 version and +3 with the level 18 version. Power (Encounter, Force): Use this power as a free action after you successfully Bull Rush a target. You may slide them 1 square instead of pushing them. You must push them into an unoccupied square and you still occupy the vacated space.
Patented by Nowlan & Dille in 2419, this useful belt allows its wearer to make prodigious leaps into the very stratosphere itself! (Promises of stratospheric leaping not covered by warranty. Not responsible for sudden failure leading to unscheduled landing.)
331
Property: The user can jump further than their speed would normally permit. If the jump exceeds the users speed, the user must save when the jump ends or fall prone. Property: The user gains an item bonus to jump checks as follows: Level 4 9 14 19 24 29 Bonus Special +4 +5 +6 The user may walk across liquid surfaces at half their normal speed. +7 +8 The user may walk across liquid surfaces at full speed. +9
At the touch of a finger, a glowing nimbus appears around the wearer. This force field protects the wearer from extremes of cold and pressure and the belt provides an oxygen recycling system. Just keep an eye on the batteries. From Dox Enterprises. Lvl 7 2,600 gp Lvl 17 65,000 gp Lvl 27 1,625,000 gp
Table 145 Life Support Belt
Property: While wearing the belt, the user does not need to make Endurance checks against drowning or harsh weather. At level 15, he does not need to make Endurance checks against vacuum or extreme pressure. At level 25, he may act normally when in areas of high or low gravity. The belt consumes one UPC per hour of constant use. The belt will run for 5 rounds when the UPC is exhausted to allow it to be swapped out. Power (Daily, Ablative, Force): The user can supercharge the life support field to provide defense. The belt provides Resist 5 (all), increasing to Resist 10 (all) at 15th level and resist 15 (all) at 25th level. Use of this power will completely drain the UPC at the end of the encounter. A critical hit will bypass this resistance and render the belt useless until after an extended rest.
From hip to hand in the blink of an eye... Lvl 9 4,200 gp Lvl 14 21,000 gp Lvl 19 105, 000 gp
Table 146 Mag Holster
The mag holster resembles a small chrome disk, with a number of blinking lights and small controls. When a gun is placed next to it, the gun is held fast until the user wants it.
332
Property: You can sheathe a one-handed gun as a free action, fastening it to the mag holster. You can then later retrieve it normally as a minor action. Property: Anyone attempting a Thievery check to remove the gun from the holster suffers a -4 penalty to their roll. Power (Encounter): You may draw the gun from the holster as a free action, if it is the first action you take after rolling initiative. Power(Encounter): When you draw a gun from this holster for the first time in an encounter, if the next action you take is an attack action using that gun, you gain a +1 item bonus to the first attack roll you make. This increases to a +2 item bonus for the 14th level holster. If using the 19th level holster, all targets of the attack grant combat advantage to you.
This device uses a range of subsonic vibrations to improve the healing process, dull pain, and release endorphins. It is a purely medical device and is not to be used recreationally. The label is very clear about that, including a long selection of detailed instructions on the various different ways it should not be used. With holovids. Lvl 5 1000 gp Lvl 15 25000 gp Lvl 25 625000 gp
Table 147 Vibrating Belt
Property: This belt increases the value of the wearer's healing surges. The fifth level belt adds a +1 item bonus to the surge value, the 15th level belt adds a +2 item bonus, and the 25th level belt adds +3 item bonus.
This relic of a more peaceful era is useless in battle, but it's nice to have around when the fighting's done and your new armor is completely stained with blood. Lvl 5 1000 gp
Table 148 Butlerbot 9000
The Butlerbot 9000 is a small-sized robot that resembles a floating torso. It is considered to have a flight speed of 6 but remains within 1 square of the ground at all times. It has defenses of 15 and 30 hit points. It has no capacity to make attacks of any sort. It can carry up to 50 lbs of gear. It can be commanded to move as a minor action. It occupies its square, but does not flank. A UPC of 5th level or higher will power it for a full week of operation.
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It is capable of providing all sorts of minor services, including cleaning, carrying small items, and limited guard duty (It has a Perception score of +5). Thanks to extensive on-board databanks, it can provide a +2 item bonus to Technology skill checks. The personality module is usually that of a stereotypical "Gentleman's gentleman", but time and/or alternative programming may produce a distinctly quirky model. The Butlerbot9000 has a sophisticated command processor which can understand and interpret idiomatic speech, but it has no capacity for creativity or original thought.
Clear! Price: 3400 gp Property: This kit allows you to make a moderate Heal check (use the deceaseds level) to bring back someone who has been dead less than three rounds. Doing so consumes an 8th level or higher UPC. The revived will be at 1 hit point and will be stunned until after an extended rest. Some DMs may wish to not allow any type of "resurrection". This is fine.
Wood shavings, rotten meat, and cracked bones in... edible cubes out. Lvl 8 3400 gp Lvl 18 85000 gp Lvl 28 2125000 gp
Table 149 Food Synthesizer
Property: This device, roughly a foot square and four inches deep, can convert up to five pounds of any type of organic matter, including leaves and bones, into an equivalent amount of food. The level 8 version produces enough food from the input for five medium creatures for a day; the level 18 version for 10, and the level 28 version for 20. Each requires a UPC of the same level or higher to function and each use drains the UPC completely. Obviously, these units are very rare and highly prized by explorers. Feeding the output of a highlevel synthesizer back into itself does not produce exponentially more food; it's already as optimized as it can be. Food produced will not rot for a week; at the end of this time, it crumbles to powder.
You watched a ratman test this device. He assumed it was a telescope and looked through one end as he pushed the button. His head landed five feet from your hiding spot. Lvl 6 1800 gp
Table 150 Force Ram
Power (Encounter): This device was used by the Ancestors for demolition purposes, and was also commonly used by emergency crews to batter down doors. When activated, it sends out a brief, powerful, pulse of gravitic energy that is incredibly destructive to objects, with a 1 square range, doing 3d10 damage and weakening the object's structure so that it gains vulnerability 5 (all). It takes two full rounds to "power up", so it is generally useless as a weapon (as a safety measure, it will stop the power cycle if it is moved rapidly, swung, etc.) It can be quite effective in delivering a coup de grace to a helpless target, however, or if you can convince someone to look into it. A UPC will power it for 5 uses.
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Property: This "wagon" looks like a grey slab of metal three feet long and a foot and half wide. It is usually found with a small plastic device that is linked to it and controls it. When activated, it floats two feet in the air and can sustain weights of up to 500 lbs. A secondary energy field keeps items from spilling off at speeds of up to 20 squares. It has no motive power of its own, but will follow the bearer of the control at a distance of 1 to 3 squares. It will not rise more than 1 square above a solid surface and will thus fall into deep chasms, etc. If the control unit is more than three squares away it will power down. A UPC of 10th level or higher will power it for 24 hours of active use, regardless of how much weight is on it.
It stings for a moment, but when it's done, there's a small line of text circling your wrist. Now you'll always know what time it is, and that you should always drink Coke. Lvl 1 360 gp
Table 152 Implantable Devices
Property: The Ancestors had a number of tools which owed more to style than to substance. One such was the TatTech (tm), a means of embedding functionality into living skin with a mix of chemically active crystal displays and microscopic calculating systems. The functionality was limited, but they looked really cool, and that's all that mattered. Typical applications included timepieces, simple calculators, heart rate and blood pressure monitors ("If the number is blue, that's good for you; if the number turns red, you're going to be dead. Burma-Shave."), random sayings and quotations from various sources, geometric patterns and designs, and advertising slogans which people would wear to show they were free-thinking individualists. The "readouts" for these devices usually appeared on the wrist, palm, or face, and adding a new one deactivated the old. In rare circumstances, some of these devices may provide a small bit of actual utility: Timepieces can help synchronize actions among distant teammates. Calculators could give a +1 bonus to some checks in skill challenges regarding engineering or business issues. Health monitors might give a +1 bonus to Heal checks performed to aid in recovery from disease.
A few connections and a little welding, and, presto! A wall of brilliant energy to keep things out or in. Lvl 11 9,000 gp
Table 153 Laser Cage
Property: This device is usually found as a set of metal and plastic rods, which can be laid out and connected as desired. Once set up (which takes a short rest), it produces a Wall 10 squares long and up to two squares high, composed of "solid light". The wall does not block line of sight or effect, but does prevent movement. The bars can be attacked by melee, close, or area attacks. They have AC 15, Resist 10 (All) and 40 hit points per square. Anyone attacking them with a melee attack will take 1d10+5 fire and radiant damage. The laser cage requires a UPC and will run for one hour on a cell of its level or higher, or for 24 hours on a cell of 5 or more levels higher.
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It looks, at first, like a bit of decorative jewelry, perhaps an ornate cloak-clasp of the style which was popular during the time before the Cataclysm. Then you find the hidden switch, and it blossoms into a set of picks, probes, scanners, and other things useful for getting into places people don't want you to get into. Lvl 5 1,000 gp Lvl 15 25,000 gp Lvl 25 625,000 gp
Table 154 Microtools
Property: These devices contain microscopic tools composed of memory metals and self-assembling machinery, compressed into an extremely innocuous form. Versions exist for any skill or use of a skill which can benefit from tools, such as Athletics (climbing), Thievery (disabling traps or opening locks), Heal, Technology, and so on. The microtools do not look like tools and are effectively weightless. Detecting a set of microtools as being something other than what it seems requires an active Perception check at a DC of 15+the tool's level. Activating or deactivating the tools is a minor action. The tools grant a +2 circumstance bonus to appropriate skill checks, increasing to +3 at 15th level and to +4 at 25th level.
With a simple command, this tiny ovoid of metal creates the image of a small... uh.. something. Sort of like a wolfoid that walks on all fours, or a swarmhound that has no bees. It's no good in a fight, but it can keep watch and alert you to anything which approaches. Lvl 9 4,200 gp Property: This item creates a holographic dog, usually a larger species such as a doberman. The main function is to serve as a watchdog -- it can be easily taught to recognize up to 8 allies, and will set up a loud barking if anyone other than an ally approaches within an 8 square radius of where it's positioned. It is considered to be a conjuration with all defenses at 18 and 1 hit point, and it cannot flank and does not occupy a square. It has a passive perception of 25. While it has no weight and is not solid, it might trigger traps relying on visual sighting or trick an enemy into an ambush. It can move up to 10 squares from the item which projects it. (The projector is a tiny ovoid with no significant weight.)
Compressed, it's a box about a foot square and six inches thick. Uncompressed... it spans the gap between two teetering ruins, allowing you to avoid the hungry swarms below. Lvl 12 13000 gp
Table 155 Portable Bridge
Power (Encounter): Using miracles of materials science, compression, self-assembling components, and other nifty buzzwords, this small device, easily carried in a backpack, unfolds into a bridge up to 6 squares long and 2 squares wide, capable of supporting 1000 lbs. Sensors in the bridge detect edges and the bridge latches itself securely to both sides of gap, and will not extend if it cannot find a firm grip within its range. Upending, tipping, or removing the bridge by force is a DC 30 Strength check. The bridge will remain in place until the owner of the device retracts it. (DC 18 Technology check to detach a bridge placed by someone else; DC 23 if there's anyone on the bridge, due to safety measures.)
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It took weeks to completely understand the mystical commands and strange symbols needed to control these devices, but now your tiny metal friends fly where you tell them, and you can see through their eyes. Lvl 18 85000 gp
Table 156 Scrybugs
Property: These units consist of a small pair of goggles which contain a HUD, and 4 tiny metal and plastic spheres about the size of a marble. Once the device has been mastered, the user can command the spheres to fly anywhere within 45 squares. He can then see and hear as if he was standing where the sphere was. (Spotting a bug is a DC 24 Perception check. The bugs have defenses of 20 and 1 hit point.) A UPC of level 18 or greater will power the device for one hour of continuous operation. Commanding the bugs is a move action; switching from one bug to another is a minor action. The bugs have a flight speed of 15 (hover).
This device consists of a coil of thin white elastic and a monocle. Look in the monocle, find where you want the rope to attach, click a tiny stud on the eyepiece, and toss out one end. Lvl 11 9000 gp
Table 157 Smartrope
Power (At-Will): Standard Action. Smartrope is typically found with a targeting monocle. By looking through the monocle and finding a location within 20 squares, the user can activate organic microthrusters mixed into the polymer which can guide the rope after being tossed so that it lands at the desired location. Once it has attached itself, it can support up to 5000 lbs and will remain attached until the monocle is used to disconnect it (a minor action). Unless there are exceptional circumstances such as heavy winds or a surface designed to repel adhesives, no roll or check is necessary to site a location and toss the rope to connect to it. Breaking the connection by force requires a DC 27 Strength check. Safety protocols prevent the rope from attaching itself to a living being.
The old tunnel complex had been sealed since the Cataclysm, but a fortuitous earthquake breached it. No living thing has been here for centuries. You open a small crate, and out pops a cat, which meows at you curiously. Really freaky looking cat, too -- only two eyes and no tentacles? Poor thing must be a mutant. Lvl 4 (Tiny) 840 gp Lvl 8 (Small) 3,400 gp Lvl 12 (Medium) 13,000 gp
Table 158 Stasis Box
Property: A stasis box is a marvelous invention, one which relies on principles which cannot be easily identified or described. In other words, it's "Ultra Tech", pure "science fantasy". Once a stasis box is sealed (it requires a UPC of its level or higher to activate and consumes the entire charge), no time passes within it, at least not as such. The material of the box can be considered "time proof" -- time cannot pass through the box to the inside. An object in the box has no awareness of the world, cannot takes actions or make perception checks, and never reaches the end or beginning of its turn, or of the encounter, etc. The DM will have to adjudicate any odd cases regarding ongoing conditions or "until the end of the encounter" when the encounter ended for everyone else a week ago, etc.
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A tiny box will hold a tiny object, a small box a small object, and a medium box a medium object. The boxes can be flattened for transport when empty (all become tiny size), but when active are the size listed, thus, small and medium boxes are not exceptionally portable. The boxes can be attacked and damaged; when they are "destroyed", they begin to leak time, but destroying the box does not instantly harm what is inside, though it can now be attacked normally. Size Armor Class Hit Points Resistance Tiny 14 40 10 all Small 12 80 10 all Medium 10 120 15 all Some stasis boxes require a password to open. These are generally designed to explode if they are reduced to more than half their hit points by force, destroying the contents completely. The time shielding of a stasis box is unstable. Each time it is opened, roll a saving throw. On a failure, the box becomes useless. Stasis boxes were, obviously, very rare. The level and value given here is a reflection of their game mechanical utility more than how easy they are to find. Usually, stasis boxes were used to preserve materials which were prone to decay or otherwise very time sensitive. Organs for transplant, critically wounded patients, chemicals in the midst of a rapid reaction, short half-life elements, and so on. (This is another fun part of opening a stasis box -- some were used by security squads to contain explosives ticking down, or by terrorists setting a bomb with a second or two to spare and then setting the box where someone would open it.) Because the boxes are relatively easy to damage or break (at least with pre-Cataclysm tools and weapons), they were rarely used for items such as jewels, guns, or data chips.
CONSUMABLES
There's quite a lot of items which are one-use only, and which ideally come in multiple uses. Ammunition is covered under, well, "Ammunition", above. Beyond that, there's a huge range of things which can provide temporary boosts, explosive demolition, healing, harm, or amusement. In addition to the relics of the Ancestors, the world of Earth Delta is filled with mutated glands, organs, secretions, and the like, which can be processed into useful substances by the talented.
TECHNOLOGICAL CONSUMABLES
Technological consumables include grenades, medicines, ablative shielding, and other items designed to be quickly expended.
The spray of light foam quickly congeals to a substance harder than iron, but past experience has shown it will last for only a moment. In the fight against the Omega Machine, though, every little bit helps. Lvl 9 160 gp Lvl 19 4200 gp Lvl 29 105000 gp
Table 159 Ablative Foam
Power (Ablative, Consumable): Short Rest. Apply this foam to any armor. You gain Resist (All) to any attacks which target Armor Class equal to the amount shown below.
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Level 9 19 29 Resistance 5 10 15
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After you consume the pill, the world seems to drift into slow motion, and you casually sidestep lasers and duck beneath flying shrapnel. Lvl 5 50 gp Lvl 20 5000 gp Lvl 10 200 gp Lvl 25 25000 gp Lvl 15 1000 gp Lvl 30 125000 gp
Table 160 Focusine
Power (Ablative, Consumable): Minor Action. This drug helps keep the user focused and alert. Gain the value listed below as an item bonus to Reflex defense. Level 5 10 15 20 25 30 Bonus +1 +2 +3 +4 +5 +6
The tiny pellet explodes into a soft white cloud, that settles on the inferno and quells it. Lvl 3 30 gp Lvl 18 3400 gp Lvl 8 125 gp Lvl 23 17000 gp Lvl 13 650 gp Lvl 28 85000 gp
Table 161 Fire Suppression Foam
Power (Ablative, Consumable, Zone): Standard Action. When tossed towards heat, these pellets explode in a Burst 1 within 10, creating a zone which will last until it ablates. Any creatures in the zone suffering ongoing fire effects may save at +2. Any fire zones or conjurations within the zone are removed with they are of the same or lower level than the foam. (The DM should set the level of "normal" fires -- a campfire is level 1, a small bonfire level 3, a blazing furnace level 6, and so on.). In addition ,any creature with the "fire" keyword (such as thermites) entering or starting its turn in the zone will be attacked as follows. Level 3 8 13 18 23 28 Attack +6 vs. Reflex +11 vs. Reflex +16 vs. Reflex +21 vs. Reflex +26 vs. Reflex +31 vs. Reflex Damage 1d6 cold and target is slowed (save ends) 2d6 cold and target is slowed (save ends) 3d6 cold and target is slowed (save ends) 4d6 cold and target is dazed (save ends) 5d6 cold and target is dazed (save ends) 6d6 cold and target is dazed (save ends)
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The tiny capsule holds a blue liquid. When you swallow it, you feel your mind hardening against all distractions. Lvl 5 +1 50 gp Lvl 20 +4 5000 gp Lvl 10 +2 200 gp Lvl 25 +5 25000 gp Lvl 15 +3 1000 gp Lvl 30 +6 125000 gp
Table 162 Focusine
Power (Ablative, Consumable): Minor Action. This drug helps keep the user focused and alert. Gain the value listed below as an item bonus to Will defense. Level 5 10 15 20 25 30 Bonus +1 +2 +3 +4 +5 +6
"Pull pin and throw." Well, that's easy. You're not sure how much damage that little pin will do when it lands by the enemy, though. Lvl 5 50 gp Lvl 20 5000 gp Lvl 10 200 gp Lvl 25 25000 gp Lvl 15 1000 gp Lvl 30 125000 gp
Table 163 Frag Grenades
Power (Consumable). Standard Action. You may use these grenades to make an area attack, using the following statistics. Each grenade is, obviously, consumed in the attack. The attack targets all creatures in the burst. Level 5 10 15 20 25 30 Attack +8 vs. Reflex +13 vs. Reflex +18 vs. Reflex +23 vs. Reflex +28 vs. Reflex +33 vs. Reflex Area Burst 1 within 10 Burst 2 within 10 Burst 3 within 10 Burst 3 within 15 Burst 4 within 15 Burst 4 within 20 Damage (Half on miss) 2d6 3d6 3d6 and 5 ongoing (save ends) 4d6 and 5 ongoing (save ends) 4d6 and 10 ongoing (save ends) 5d6 and 10 ongoing (save ends)
The explosion is relatively quiet and seems to produce only a small cloud of black fog, which quickly dissipates... but the 'fog' is composed of a million coils of unimaginably sharp wire, and when it dissipates, what's left behind is a bloody mess.
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Lvl 9 160 gp Lvl 24 21000 gp Lvl 14 800 gp Lvl 29 105000 gp Lvl 19 4200 gp
Table 164 Monowire Grenades
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Power (Consumable, Zone): Standard Action. You may use these grenades to make an area attack, using the following statistics. Each grenade is, obviously, consumed in the attack. The attack targets all creatures in the burst. Level Attack Area Damage (Half on miss) 9 +12 vs. Reflex Burst 1 within 10 2d8+2 14 +17 vs. Reflex Burst 1 within 10 3d8+2 19 +22 vs. Reflex Burst 2 within 10 4d8+3 24 +27 vs. Reflex Burst 2 within 15 5d8+4 29 +32 vs. Reflex Burst 3 within 15 5d8+6 Monowire grenades ignore all resistances except insubstantial. Until the end of the encounter, the zone created by the attack is difficult terrain, and any creature entering it or starting its turn in it is attacked as above, but damage is halved and there is no effect on a miss.
You place the tiny ampule in a wound. As soon as your blood touches it, it dissolves, and you feel a rush of health. Lvl 6 2 75 gp Lvl 21 6 9000 gp Lvl 11 4 350 gp Lvl 26 8 45000 gp Lvl 16 6 1800 gp
Table 165 Regenerx
Regenerex, sold under a variety of brand names, was one of the most common pieces of medical equipment the Ancestors used. When the small cylinders are placed into an active wound, they release a swarm of healing agents, coagulants, and cell knitters which dramatically accelerate the healing process. Power (Ablative, Consumable, Healing): Minor action. Each ampule heals twice the listed number of hit points without requiring a healing surge, and then grants regeneration at the listed number (2 at level 6, 4 at level 11, etc.). The regeneration effect is ablative.
MUTATIONAL CONSUMABLES
There's a bit of a backstory here. One of the earliest bits of "game design" I remember doing was a set of rules for "body part treasures" in Gamma World. Following the spirt of the age, it consisted mostly of random tables for the type of body part (organ, blood, leaf, bark), and how it was prepared (burned, powdered, pulped), and what it did when you consumed it (usually something good). It always seemed to me that there was a big gap in the "Equipment lists" for post-apocalyptic games, leaving out all the cool things you could do with mutated plant and animal parts. Well, no more! Get out those dissecting kits, folks. There's gold (or at least potion parts) in them thar muties! The components for making consumables come from harvesting corpses, using the "Skin and Gut" technique, or they can be bought in most larger communities. Specific creatures often have components particularly useful for particular consumables; this is noted in the creature entry. DMs who find this aspect of play a bit too grizzly or simply too persnickety may, of course, keep all components "generic".
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Algal Symbiote
It's not easy being green, but it cuts down on how much food you have to carry. Lvl 1 15 gp
Level 1
Power (Consumable): Short Rest: Spreading this gloppy, verdant, ooze on exposed flesh, and allowing it to sink in, causes your skin to become various shades of splotchy green, or at least change color somewhat if you were orange, blue, or spotted to begin with. You do not need to eat or drink today if you spend at least two hours exposed to direct sunlight.
Essence Of Shockadillo
Oooo.... that makes you all tingly.... Lvl 5 50 gp Lvl 20 5000 gp Lvl 10 200 gp Lvl 25 25000 gp Lvl 15 1000 gp Lvl 30 125000 gp
Table 166 Essence of Shockadillo
Level 5+
Power (Consumable, Lightning): Minor Action. After consuming this foul-tasting yellow sludge, your body becomes supercharged with electrical energy. Once, before the end of the current encounter, as a standard action, you may make the following attack: Level Attack 5 Ranged 5/10, +8 vs. Reflex 10 Ranged 5/10, +13 vs. Reflex 15 Ranged 10/20, +18 vs. Reflex 20 Ranged 10/20, +23 vs. Reflex 25 Ranged 15/30, +28 vs. Reflex Ranged 15/30, +33 vs. Reflex Hit 1d8+4 lightning damage and make a secondary attack against a creature adjacent to the primary target. 2d8+4 lightning damage and make a secondary attack against a creature adjacent to the primary target. 3d8+4 lightning damage and make a secondary attack against a creature adjacent to the primary target. 4d8+6 lightning damage and make a secondary attack against a creature adjacent to the primary target. If the secondary attack hits, make a tertiary attack against a creature adjacent to the secondary target , other than the primary target. 5d8+6 lightning damage and make a secondary attack against a creature adjacent to the primary target. If the secondary attack hits, make a tertiary attack against a creature adjacent to the secondary target , other than the primary target. 6d8+6 lightning damage and make a secondary attack against a creature adjacent to the primary target. If the secondary attack hits, make a tertiary attack against a creature adjacent to the secondary target , other than the primary target.
30
Mindfog Powder
A blast of this grey-violet powder, and your opponent stares into blissful nothingness... Lvl 4 +7 40 gp Lvl 19 +22 4200 gp Lvl 9 +12 160 gp Lvl 24 +27 21000 gp Lvl 14 +17 800 gp Lvl 29 +32 105000 gp
Table 167 Mindfog Powder
Level 4+
Power (Consumable, Psychic): Standard Action. Make an attack vs Will, area burst 1 within 5, using the attack bonus noted above for the level of the item. On a hit, the target is immobilized and cannot make attacks (save ends both). If he is attacked, the effect ends immediately.
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Mongoose Blood
Probably not made from real mongooses... mongeese? Lvl 5 +1 50 gp Lvl 20 +4 5000 gp Lvl 10 +2 200 gp Lvl 25 +5 25000 gp Lvl 15 +3 1000 gp Lvl 30 +6 125000 gp
Table 168 Mongoose Blood
Level 5+
Power (Ablative, Consumable): Minor Action. This odd concoction adds the listed number as an item bonus to Reflex defense, and you also gain a +1 item bonus to Speed when you take the Run action. However, if you do not move at least half your speed during your turn, you suffer a -2 penalty to Will defense and all attack rolls until the end of your next turn. The speed bonus does not trigger the ablative safe; only being included in an attack which targets Reflex will.
Pureed Ganglia
Level 10
You watch your ally drinking this, and try not to think about where it came from or what it might taste like. Unfortunately, as soon as he's done, he shares the experience with the rest of you. You'll get him for that, once you quit retching. Lvl 10 200 gp Power (Consumable, Psychic): Until the end of the encounter, or for five minutes, you gain Telepathy, as per the Heritage Mutation.
Thermite Oil
Lvl 6 75 gp Lvl 21 9000 gp Lvl 11 350 gp Lvl 26 45000 gp Lvl 16 1800 gp
Table 169 Thermite Oil
Level 6+
This oil, carefully stored in sealed ceramic containers, burns somewhat when it touches your skin, but not as much as it burns those around you.
Power (Consumable, Fire): Minor action. Until the end of your next turn, any creature which begins its turn adjacent to you of Thermite Oil Level +2 vs. Reflex. If the attack hits, it takes 1d6 fire damage. Increase this to 2d6 at 11th level, 3d6 at 16th level, 4d6 at 21st level, and 5d6 at 2d6th level.
VEHICLES
Aside from animal-drawn carriages and simple wooden sailing craft, there's two rough categories of vehicles remaining on Earth Delta -- miraculously preserved relics from before the Cataclysm, things of tremendous grace and speed if power can be provided, and bizarre hodgepodges of scavenged parts, held together with duct tape and prayer. A few examples of both are provided here.
NEW RULES
Characters are not assumed to know how to run a technological vehicle. They are not commonplace in most communities and it's very rare to find someone with the right talents. The Vehicle Proficiency feat is required to take on the role of pilot or driver for any technological vehicle.
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Many technological vehicles travel dramatically faster than a chariot, a wagon, or a sailing ship. However, such speeds are nearly useless in battle. Thus, many vehicles have two speeds, a combat speed and a noncombat speed. Switching from combat speed to non-combat speed requires a standard action. During the vehicle's next turn, it moves at its non combat speed, but the driver can take no other actions or the vehicle goes out of control. On the turn following (the second turn after declaring the switch to non-combat speed), the vehicle moves its full non-combat speed and probably leaves the field of battle. Passengers and crew on a vehicle moving at, or starting to move at, non-combat speed suffer a -10 penalty when attacking any targets outside the vehicle.
Power
Tech vehicles require power. Many of the Ancestor's craft required sources of power which no longer exist or which are extraordinarily rare; such vehicles usually sit in the vaults of would-be kings or are abandoned and immobile in the ruined cities. A few run on power cells, but drain them rapidly, as they were never intended to use them as a primary power source. (Consider a 21st century hybrid car with no gasoline, just its batteries.) Ingenious tinkerers and technicians have cobbled together bits and pieces of various engines, often ancient antiques even before the cataclysm, to create alcohol powered engines, but these have their own issues. All vehicles which require power specify what power source they use and how many hours of travel they can get from it. Power for any kind of technological vehicle, even one built from the rusting parts of a dozen wrecked craft, is rare. Cross-country trips are not to be undertaken lightly; there will be no refueling stops en route. Because of the quirkiness and age of all engine systems, vehicles rarely travel far from their community of origin.
BEAST BLIMP
One of the odder creatures to be found in Earth Delta, a statement which is eyebrow raising in itself, is the Giant Aerial Pufferfish, or Sky Fugu. It is some twenty feet long, covered in poisonous spines, and fully adapted to breathing air. It is filled with a bouyant gas that enables it to float between 10 and 100 feet above the surface, which it can adjust via inhaling or exhaling. Some cultures have found ways to capture and train these creatures, and affix gondolas to them, creating slow-moving but usable flying machines. The Sky Fugu is not a particularly strong creature, and its internal bladder has a tendency to explode. (Such explosions scatter reproductive spores to the winds, where they will find new hosts, which explains how the species isn't extinct yet.) The pilot and passengers ride in a gondola slung under the beast. Beast Blimp Huge Technological Vehicle HP 50; Space 4 squares by 2 squares; Cost 10000 gp AC: 12; Fortitude: 13, Reflex 8 Speed 0; Fly 6 (Hover), Overland Flight 10 Pilot Controlling the Sky Fugu requires poking its underbelly with a sharp stick or whacking it hard in various sensitive spots. The sky fugu can rise or fall up to 2 squares per turn. The sky fugu cannot safely come closer to the ground than 2 squares nor rise more than 20 squares above sea level. Load Four medium creatures or 800 lbs of gear, in addition to the pilot Out Of Control An out of control Beast Blimp continues to drift in the same direction for 1d4 turns. Then it moves
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randomly. Gasbag The body of a Sky Fugu does contain layers of tissue to control minor leaks, but combat quickly overwhelms them. Every ten hit points of damage, after the first 10, cause the Beast Blimp to lose 1 square of movement. When it reaches 0 hit points, it explodes in a Burst 3, with attack of +12 vs. Reflex and 3d6+3 damage. Any passengers or crew are automatically hit.
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GLIDECAR
For somewhat obvious reasons, even when the technology to build flying cars became cheaply available, actual free-flying craft licensed to any random individual proved to be fairly problematic, as it was quite easy to override automated safety systems and it was soon found that giving someone 2 to 4 tons of mass, letting him position it a few miles in the air, and then cutting the power was somewhat dumber than just handing everyone a satchel of C4 and a pamphlet reading "So You Want To Make A Statement". Glidecars, however, lacked any kind of flight mechanism, nor could they easily be hacked to add one, but they did use highly focused gravitic fields to skim a few feet off the surface, reducing wear and tear on roads and giving the nearly-extinct armadillo a new lease on life, which allowed it grow to the size of a horse and start electrocuting people. (See the Earth Delta Mutant Manual). Glidecars were manufactured by the hundreds of millions, and even centuries of rot and decay heaped upon built-in planned obsolescence has not eliminated them from the world. They are not common, per se, but a few can be found in almost any center of what passes for "civilization" nowadays. There were dozens of models and types; this one is just a typical "family car". Glidecar Huge Technological Vehicle HP 80; Space 3 squares; Cost 12000 gp AC: 12; Fortitude: 15, Reflex 13 Speed 10 combat, 120 non-combat Driver A driver can use one hand to control the glidecar, but he will be at -2 to all attack rolls and skill checks other than driving, and at a -4 on any skill checks made to control the glidecar. Crew Only one person can drive the glidecar, but it can hold three medium creatures beyond the driver. Load There is storage for 250 lbs of material in addition to a full passenger load; each passenger not carried adds 100 lbs to the capacity. Out Of Control An out of control glidecar activates its safety features and stops immediately. It then powers down and cannot be restarted without a DC 20 Technology check, which takes 5 minutes per check. Power A glidecar can travel for 1 hour at non-combat speed using a 12th level Universal Power Cell. Difficult Terrain Glidecars hover about one foot off the ground, which will let them ignore some types of difficult terrain, but may cause other types to become impassable. The DM has final say based on the nature of the terrain.
SCAV CYCLES
One of the most common types of "new" vehicle found on Earth Delta is the Scav Cycle. This term applies to a very broad category of craft, with many different variations and types -- almost as many as there are riders.
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Scav cycles are rugged vehicles, usually two wheeled but occasionally three wheeled or mono-tracked, which are assembled from whatever parts can be found. Some use fuel-cell engines retrieved from the wrecks of otherwise useless hulks, others run on alcohol. All are notoriously noisy, finicky, and unreliable. Still, given fuel and a good mechanic, they can cover in a day what might take weeks or months using other means of transport, and while they're not cheap by any means, they are cheaper than any other high-tech vehicle. Light Scav Cycle Medium Technological Vehicle HP 40; Space 1 square; Cost 1040 gp AC: 12; Fortitude: 15, Reflex 10 Speed 10 combat, 100 non-combat Driver A driver must drive the cycle with both hands for optimal control. If he chooses to use only one hand, he must make a saving throw to keep the vehicle from going out of control if either he or the cycle takes damage. Crew A scav cycle can carry one other rider, who can use both hands. If the rider is damaged by a melee attack, they must make a DC 15 Acrobatics check or be placed prone and adjacent to the vehicle. Load Two medium creatures, 100 lbs of gear, or one medium creature and 200 lbs of gear. Out Of Control An out of control Scav Cycle moves forward at full speed, then stops. Power A scav cycle can travel for 1 hour at non-combat speed using a 6th level Universal Power Cell. An alcohol fuelled scav cycle can travel for 1 hour at non-combat speed on a gallon of fuel-grade alcohol. Difficult Terrain Scav cycles are designed to cover rough ground. They ignore difficult terrain. Unbalanced If a scav cycle is subject to forced movement, at the end of the forced move, the driver must make a save, at -1 for each square of forced movement. If this fails, the scav cycle stops in the final square and is considered prone. (Move action to right it, another to mount it and begin it moving again.) The driver and any passengers are prone in adjacent squares. Light scav cycles are commonly found -- to the extent any powered vehicle is common -- serving scouts or outrunners of a mobile force. They usually are sent no more than a few miles from the main body, close enough that the vehicle can be hauled back for repairs if it's damaged. Typically, the driver will focus on driving while the passenger uses a ranged weapon to take out hostiles. Power-cell based scav cycles are most often found in the possession of wandering bands who spend a lot of time picking through the ruins. Alcohol power scav cycles are typically the prize possessions of stronghold communities with a decent distillery set up to keep them running.
WALKER
Originally designed more for recreation than serious military use -- a simple grav tank being far more efficient -- these bipedal machines were often used in the deep wilderness for exploration or vacation, and so survived the Cataclysm in greater numbers than the more practical military machines that were often stationed near primary targets. Walkers have a rectangular cabin mounted atop two or four robotic legs, and can stand fifteen feet tall when striding. They will lower the cabin to ground level for easy access. Strongholds, bandit gangs,
EQUIPMENT - VEHICLES
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and tech-savvy Cataclysm Cults have modified and enhanced them in a variety of ways; the following is a typical baseline model that might be found patrolling the outer perimeter of a particularly well-off Stronghold. Walker Huge Technological Vehicle HP 80; Space 4 squares; Cost 10000 gp AC: 14; Fortitude: 16, Reflex 8 Speed 10 combat Driver A driver cannot take actions other than controlling the vehicle. Crew A typical walker needs no other crew, though a gunner is advised. The cabin provides cover for those inside it. Enemies directly adjacent to the walker's spaces cannot be seen by those in the cabin unless they choose to forego this cover. (Basically, they have to stick their heads out the windows and look down.) Load Four medium creatures and 400 lbs of gear. Out Of Control An out of control walker moves forward full speed and then rolls a saving throw. On success, it powers down and lowers the cabin. On failure, it falls over, doing 2d10 damage to all occupants. Power A walker can travel for 1 hour using an 8th level Universal Power Cell. Difficult Terrain Walkers ignore difficult terrain and obstacles under 5 feet in height. Athletics A walker is considered to be a Large creature with an Athletics bonus of +14 for purposes of jumping. It cannot swim or climb. Weaponry A gunner on a walker can make the following attack as a standard action: Area burst 1 within 15, Dex+3 vs AC, 2d8+6 damage. Overrun A walker can pass through squares occupied by enemies of Medium size or smaller. This does provoke opportunity attacks. If such an attack is made, the walker may make a basic melee attack as an immediate reaction: +15 vs. AC, 3d6+4 damage, and slide target one square. Walkers typically mount some sort of high-tech weapon which a gunner can use; the model described above has a launcher which fires explosive bolts of energy.
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DM's Guide
You are the god of this world. Sure, it's a broken, ruined, irradiated hellhole filled with insane cultists and deformed mutants, but it's still yours.
INTRODUCTION
This section contains a mix of useful advice for the DM, as well as mechanics and rules related to worldbuilding or running the game.
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Just remember: Your ultimate job as the DM is to make sure the players have fun and you have fun. Sometimes, making sure the players have fun means being open, flexible, and creative, not making the players sit back while they enjoy the brilliant novel you've written about their characters. Sometimes, it means saying "No."
sentient robots, hand-held laser pistols, and anti-gravity cars were commonplace, but close enough to our time that many artifacts of the 20th and 21st century still remain and the cities of modern man mostly existed right up until the end. The exact year of the Cataclysm is irrelevant and unknown, but I tend to put it at around 2500
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AD. Further, it has been a long time since the Cataclysm, long enough for new life to evolve, survivors to form new societies, and a slight sense of stability to take hold -- now is the time when tiny strongholds are starting to see what lies over the next hill, when there's just enough civilization that trade routes are beginning to form, territories are being defined, and so on. Again, no exact times are given or needed, but my personal timeline is that 250 years have passed.
The World Before Cataclysm: A world of incredibly advanced technology, but not global peace. Weapons
were common, as was armor. Most of the population was concentrated in immense mega-cities, leaving vast areas of the world as wilderness and as a refuge for small clusters of individuals who formed isolated and selfsufficient communities disconnected from the rest of the world. Almost all information was digital, with very little ever committed to media which could survive the loss of technology. This creates a vast "black hole" of knowledge between the first decades of the 21st century, the last time non-electronic media was widely used, and the Cataclysm. As such, much of what people think they know of the world is centuries out of date. This exists partially because it's very likely to happen, and more importantly because a post apocalyptic village that worships a 23rd century tri-vid star you've never heard of isn't particularly evocative, but one which worships a faded poster of Marilyn Monroe has much more cultural impact. (For you gawdamn punk kids in the audience, make that Lady Gaga or something.)
Cataclysm Cults: There's several Cults explicitly listed. However, the interaction with the rules is kept very
limited, making it easy to change, ignore, or add to the Cults. Most of the Cult monsters can be lifted from their framework and used wherever; the Annihilation Army Fury, for instance, is a great "rampaging ogre" type monster, usable anywhere that archetype is needed. Almost any humanoid animal, such as Bloodgers, can be part of the Beast Legion.
The State Of The World: The last few centuries have been utter hell, and things are now just getting to the
point of purgatory. There are no great nations. Most of the world remains wilderness. Most sentients live in tribes, either wandering or dwelling in small villages. The largest settlements, termed Strongholds, hold a few hundred to a few thousand people. In a few places, a few Strongholds placed relatively close together have begun the process of forming trade agreements and limited alliances. There may be perhaps two or three cities of over 5,000 people in large regions, and these only recently reached such amazing population. On the other hand, while communities are small, they are also common. There are dozens of sentient species, and they are scattered everywhere. Some form of intelligent being is likely to be found in any locale. It is also possible that some areas of the world have become just a bit more civilized, that the first new nations are rising -- and, of course, plotting against each other. In these areas, there's places where there's a vague sense of law, order, and safety, where there are borders beyond 'step outside the campfire and you die'. Such settings allow for campaigns which deal with the new world being born as much as they deal with the old world in ruins, where you can engage in politics, espionage, or nation-building, while still spending plenty of time killing things and taking their stuff.
Terms: There's a few setting-related terms I toss around in the game, which have to be consistent in this
document so people know what I'm talking about, but you shouldn't feel bound by them. Here's a few options and alternatives to help get ideas perking.
Ancestors
This is the term I use for "the people what lived before everything went to hell". By default, these were unmutated humans, though you may want to consider how extensive genetic engineering and/or cybernetic modification was. Other possible terms include Ancients, Precursors, Forgotten, Builders, and Architects.
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The big one. Whatever made the world what it is. I am very deliberately vague on any details, but the general assumption is that almost any weapon imaginable was employed and such weapons could reshape landmasses and lifeforms with equal ease. Other possible terms include the Great Disaster, the Cleansing, the Ruin, the Chaos, the Plague Years, the Big Death, the Breaking of the World (or just the Breaking), the Great Fire, and the Burning.
Forgotten Years
The time between the end of the common use of non-digital media (approximately 2020-2030 in my personal timeline) and the Cataclysm. So called because very little is known of this era since so little was recorded in a way which survived the Cataclysm. Other terms include the Dark Years, the Shadow Time, the Void, the Before Time, the Unknown, and the Blank Ages.
LANGUAGES
Time for another, hopefully quick, editorial/rant on languages, game design, simulationism, playability, and all that other folderol. Firstly, I love languages. In real life, I cannot learn any human language but English, despite a lot of trying. But I love the idea of languages, the many different ways we can express ideas, the complexity and variety of them. In fantasy games, I love how language shapes culture and gives a sense of reality and history to things... finding a document written in Deep Mountain Dwarvish, or being told someone has an accent that hints of the elves of the southern continent... these make a game world come alive to me. So it's rather disappointing/irksome that the default 4e setting has ten languages across the infinity of the multiverse, when there's more than ten mutually incomprehensible languages on most small regions of Earth. On that ever annoying other hand, though... roleplaying games aren't simply exercises in the DMs worldbuilding, they're meant to be played, and in that eternal hobgoblin of little minds, actual play, having dozens of languages results in one of the following: The players are forced to invest scarce resources in learning many languages which might only rarely enter play, the DM constantly stymies/frustrates players with plot-important NPCs speaking languages the PCs don't know, or despite the "hundreds" of languages, everyone has a universal translator or knows Common Tradetongue, or whatever. There's a huge wall of Harsh Reality beyond the dream of a world where the DM has laboriously plotted out how the Forgespeech taught by the Allsmith to his creations splintered into fourteen tongues and how the humans of East Shardan use the grammatical structure of the elves but borrow most of their vocabulary from goblin tradespeech, and the reality of play where either the players communicate with the NPCs in one of the handful of languages they know or play grinds to a screeching, frustrating, halt. So we come, eventually, to Earth Delta. Obviously, the core languages of Fourth Edition mostly don't apply here, but how many languages are there? While you, the DM, are free to vary, change, or ignore this, here's how languages work in Earth Delta: Following the Cataclysm, the unified tongue of Earth, evolved out of fragments of dominant commercial languages such as English, Cantonese, and Spanish, shattered and mutated just as life did. Several centuries of time has left the most common elements mutually comprehensible -- barely -- but the diversity of tongues is growing. The need for some sort of base speech to handle "We give you gold, you no kill us" has led to the development of a simplified language which almost everyone who speaks one of the many descendant tongues of the Ancestors can understand, and this is what Common is. If you know Common, you also know some regional language which may or may not have a close relationship with it. Likewise, if you know one of the primary creoles, such as Growl, you will also know one related language, such as Canine.
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As new species attained awareness, they also learned to talk. Differently shaped mouths and tongues, and a lack of a common heritage, likewise led to a fragmenting of languages, but the 'deep language' structures of their newly aware brains seemed 'programmed' with some basic commonalities. As a result, many otherwise diverse species developed, just as humans did, a simplified general speech shared among many cultures, as well as deeper, richer, languages which are were more local. The plants, too, followed a similar pattern, though mastering their speech is difficult for non-plants, as it involves the creation of sounds few meatsacks can master. So here we have the core languages of Earth Delta. These are not all the languages in the world; they are creoles which allow mutual comprehension. For each such 'common' tongue, there are dozens of variant and local languages.
Aerial (Birdcall, Featherspeech, Squawk): The language of the feathered folk, the creatures of the air. Ancestral: The ancient root language of the Ancestors, itself a semi-constructed common tongue to facilitate
communication. Essential for understanding anything found in the ruins. Often spoken by robots or androids who either haven't learned "modern" speech or don't want to let on they know it.
Branchwave (Plant, Treetongue, Barktalk): The language spoken by most sapient plants. Non-plants
A very simplified system of signs, body language, scratched markings, and so on has evolved to make basic communication possible. No matter how intelligent the creatures involved may be, communication in Brutespeech is limited to straightforward concepts.
Clikclak (Bugtalk, Insectian): The language of sentient insects and other arthropods, such as spiders. Non-
Delta, it is a descendant of the old language of the Ancestors. There are countless regional subtongues.
Glub (Fishtalk, Waterspeech): A language used by several aquatic races, designed to be heard underwater.
Any checks involving clear understanding (such as Diplomacy) are at -2 if this language is used on land.
Growl (Mammalian, Warmblood, Beartalk): The language of mutant animals of mammalian descent. Most
major families (Canines, Felines, etc) have their own "common" tongues, as well.
Scale (Lizardish, Hiss, Ophidian): The language of sentient reptiles, humanoid and otherwise. Subtongues
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ECONOMICS
OK, first off, here's the simple option: Ignore economics. This is the default rule. Every settlement has every common item, and there's always someone hanging around willing to buy tech items from you at 1/5th their value, but you'll never, ever, find anyone yourself to sell the item to for more than that. There are some other possibilities, though, so if you're into this sort of thing, read on!
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However, more than just precious metals can be of value. The lost world contained innumerable items of at least possible value, from small cans of frictionless lubricant to brightly colored cloth which cannot be replicated today to endless small games and gadgets, some of which survived. A box of paperclips (or a ream of paper), a warm but weightless blanket, a self-powered tea kettle, and much more, can all be swapped to a willing buyer. To model this, you can designate treasure parcels as "Barter goods" -- heavier than gold. The simplest method is just a weight and a value:"Crate of functional writing goods, 5 lbs, 50 gold." For ease of use and conversion, all costs remain expressed in "Gold Pieces".
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1000 people. If the item being sought is over the party's average level, it's recommended a skill challenge be used to track it down.
at -2.)
History (Hard):"You might recall, items such as this are in growing demand upriver." (Only 1 success with
this.)
Intimidate (Easy):"Look. You can walk out of here a rich man, or a bruised one. Which do you prefer?" (1
the next roll. This can be done once. Failures are scored as follows: 0 Failures: You manage to find a real sucker! Get 10% more than the crap's actually worth! 1 Failures: Eh, it's a fair cop. Get the value of the items. 2 Failures: "Wow, these are magic beans? Sure, we'll trade you our stuff for them!" You get 80% of the value of the items. 3 Failures: Depending on how the parley went and the DM's mood, you may be in for a level-appropriate combat encounter, you may simply be unable to sell the goods, or you may get 50% of their worth and think you had a bargain.
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One method which can serve as a prod to the DMs imagination without being a detailed list of items is the following, a system for determining generic "types" of treasure items while leaving the specific details to the DM.
Step 1: What's it Worth?
A Treasure Unit, or TU, represents 1/10th the expected monetary loot for a given level. Thus, at first level, the expected value of monetary treasure is 720 gp, so a TU represents 72 GP. A piece of loot worth 3 TU is worth 3 * 72, or 216, gp. Treasure worth less than 1 TU should only be awarded as incidental or unexpected loot, if the players decide to search an area where you realize there should be something of value but hadn't really placed anything, or they mug a generic NPC. You should decide how many TU you want to give out for a given encounter, and how many items it is divided amongst. For example, you may wish to give out one TU, divided into three items -- one worth 1/2 of a TU, and 2 worth 1/4 of a TU each.
Step 2: So What Is It?
Roll 1D20 and consult the following table to begin. Note that these categories are very broad and not entirely mutually exclusive -- they're designed to get you thinking, not give you an absolute answer. A wristband which plays music in accordance with the wearers emotions could fall under art, entertainment, consumer, or luxury, for example. Roll Result 1 Art Description Size Mod 0 Unit Mod -3
Objects whose prime purpose is aesthetic. This includes holographic images, sculpture, painting, musical recordings, pleasant scent emitters, and arrangements of colored rocks. Antique The item is very old -- even by Earth Delta standards. It is a relic from prior to the 20th century. Roll again to get an idea of what it might be; if you roll Antique a second time, it is extremely old, first century AD or earlier. Clothing Things people wear, with no special abilities or function. Cloaks with everchanging geometric patterns, completely transparent but well insulated fabrics for Alaskan nudists, ten pairs of good ol' Levis, a naughty schoolgirl outfit, a starport worker's coveralls. Consumer Goods aimed at creating a previously unknown need and then meeting it. Small appliances, fusion cooking units, VR goggles, microincinerators, adapative cutlery, or semi-AI sex toys. Edible Food! And it's still good! This can be a pack of shockadillo jerky (mmm.. sparky!), MREs (Mutated Radioactive Entrails), a six pack of "Budweiser", the fabled nectar of the Ancestors, twinkies (still fresh), or soylent cola. Entertainment Items designed to make the citizenry forget the drear dullness of daily life in a society with sapient robots, anti-grav sporting gear, orbital colonies, and semi-AI sex toys. Recordings of plays or movies, books, popular music, interactive games, and pi-sided dice. Industrial Crates, barrels, and vats of processed materials used in industry, or heavy equipment or gear. Storage containers, sheets of rolled steel, hardware, and polydiamond hexatubing. Information Knowledge is power! This can be anything from a microchip containing the last copy of wikipedia (Entry on Pokemon: 4.1 petabytes. Entry on World War 2: "Hitler lost. (Citation Needed)"), to a collection of 20th century Boy Scout manuals, to a guide to the hand signs of a Cataclysm Cult.
+1
-1
-2
+1
-2
-2
-4
+3
+3
-2
-1
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+2
10
Living
+1
-2
11
Luxury
-1
-1
12
Military
+1
13
Medical
-1
+3
14 15 16
+1 +1 0
+2 +1 +1
17
Scientific
-1
+2
19
Survival
+1
+2
19
Unprocessed
+3
+4
20
Vehicle
+2
-1
Is that "art" object a box of holographic miniatures for Battlemace 12th edition, or a life size statue of Abraham Ford Lincoln, inventor of the automobile? Roll on the following chart! Roll (3d6) <3 3-5 6-14 15-16 Result Diminutive (about finger size) Fine (about palm size) Tiny (about the size of a load of bread) Small (about the size of a large dog) Unit Mod -6 -3 -1 0
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An item of loot is worth the established number of Treasure Units... but do you need to take the whole thing? Add the Unit Mod determined by both the Category and Size columns to a 3d6 roll. Roll (3d6) Number Of Units Size And Subdivision4 <5 1 Cannot be subdivided. 6-9 2 Units are considered the same size 10-14 4 Units are considered the same size 15-16 8 Each unit is -1 size category 17-19 64 Each unit is -2 size categories 20+ 128 Each unit is -3 size categories The result is how many easily divisible units there are. Each unit is worth an equal percentage of the total value. The "Size and Subdivision" column show how big the units are. Thus, each unit of a Large item is Fine size, and worth 1/128th of what the item is worth.
Step 5: Anything Else Interesting?
This is a pretty optional step and is here mostly to give the DM's imagination a kick in the nuts, if needed... and any DM who says he's never needed to have his imagination kicked in the nuts is lying, even if he is a "she" and doesn't have any nuts. None of the "Interesting Bits" listed here should change the value of the item; rather, use them as a factor in determining what the item might be. For example, suppose you roll "Pristine", and you're generating a 500 gp item in the Entertainment category. You might have it be a plastic crate containing a selection of 20th century paperback novels with titles like "Love's Passionate Promise", "The Passionate Promise of Love", and "Love Promises Passion". Normally, such books are worth far less, but they're usually faded, waterstained, or falling apart; the fact they're in perfect condition elevates the price to meet the predetermined value. Either look at this table below until you feel inspired, or roll 1d6 for the column and 1d6 for the row. 1 1 Pristine 2 Corroded 3 Disassembled 4 Incomplete 5 BattleScarred 6 Modified 2 Unusual Color Unusual Shape Unusual Size Disguised Concealable 3 Inhuman Anachronistic Relevant to PC Foreign Emits Sounds 4 Flexible Fraudulent Beautiful DualFunction Stuck Gaseous 5 Liquid Particles Childish Useful Salvageable Unusual Texture 6 Alien Unusually Heavy Unusually Light Bifurcated Condition Historic Ornate
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Anachronistic: The item is "out of time", such as a clockwork calculator or a chainmail made from carbon nanotubes. Battle-Scarred: The item has been damaged in combat, and may show carbon scarring, sword wounds, or tooth marks. Beautiful: Whatever the item is, it was designed to look extremely good. Bifurcated Condition: The item's condition varies along a well-defined line. For example, a partiallyburied turbo-shovel might be worn and rusty where it was exposed to the air, but in great condition where it was buried. It may not always be obvious what caused one part of the item to be different than the other. Childish: The item is intended as a toy or otherwise primarily for children. Concealable: The item is designed to be hidden. For larger items, this might mean some sort of camouflage system or just a convenient sheet. Corroded: The item is badly pitted and partially decayed, showing significant exposure to the elements. Disassembled: All of the parts are here, but they need to be put together. The item is stamped with the holy symbol of Eyekeeyah, God of Frustration And Hexagons. Disguised: The item is not what it first appears to be, and examination is needed to discover its true nature. Dual-Function: The item has two fairly different uses. (It may have more than 2; a Swiss Army Knife is a good example.) Emits Sound: The item makes odd noises, whether it was intended to or not. Flexible: The item can be spindled and folded without being mutilated. Foreign: The item was manufactured for a culture different than the one in which it was found -- for example Japanese interactive holo-manga found in the ruins of Detroit. Fraudulent: The item was designed to appear to be something, but is somehow deceptive as to quality or functionality -- for example, a laser gun that is in fact a movie prop. Gaseous: The item is a gas or vapor of some kind, presumably in a tank or sealed bottle. Historic: The item has value beyond its actual utility, and this value will be generally recognized by the properly educated. This could be a historical artifact of the pre-Cataclysm past, or something relevant to a nearby community, such as the armor of a local hero who vanished decades ago. Incomplete: Some vital part is missing (and will most likely not be found). The item is stamped with the holy symbol of Eyekeeyah, God of Frustration And Hexagons. Inhuman: The item was designed for use by non-humanoids. A computer system intended to be used by super-intelligent genetically engineered dolphins is one example. A toy bone for a dog to gnaw on is another. Liquid: The item is a liquid of some kind, presumably in a tank or sealed bottle. Modified: Whatever the item originally was, it has since been changed somewhat. This may be a "pimped out" item, or one which was heavily altered from its original function.
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Ornate: The item is exceptionally overworked, with many fripperies and add-ons that have little to do with its function. Particles: The item is in the form of fine particles or tiny components, such as sand grains or ball bearings or polyhedral dice. Pristine: The item is in incredibly good condition, most likely in the original packaging. It's not possible to tell that any time has passed since its manufacture, and it was manufactured well. Relevant to PC: The item is somehow relevant to a PC -- it might tie in to his family or history, or play off his current circumstances. Salvageable: The item may be instantly converted to tech or natural salvage for use in manufacturing items. (See Skill And Mutation Techniques, page 249). Stuck: The item is affixed to the ground or floor, or to another treasure item. Removing it is the PCs problem, but it should not be too hard. Translucent/Opaque: The item can be seen through if it normally can't, or can't be if it normally can. Unusual Color: The item is very oddly colored for what it is, such as a hot pink LAW rocket launcher. Unusual Odor: For many items, any odor at all is unusual; for others, it emits the wrong kind of odor. Unusual Shape: The item is very oddly shaped for what it is, such as a hexagonal coffee pot. Unusual Size: The item is much larger or smaller than what it would normally be. (The rolled size doesn't change; think of something normally not that size.) This may indicate a toy or model item, or something scaled up for an unknown purpose. Unusual Texture: The item feels very odd or weird - glass with a sandpaper like texture. Unusually Heavy: The item weighs more than most items of its type. Unusually Light: The item weighs less than most items of its type. Useful: The item is useful to the PCs, either in the immediate short term or generally. This might mean rations if they're low on food, a well-preserved map of the region, a clue to a mystery, or something else. It still retains its normal loot value.
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The next item is also worth 1/4 of a treasure unit. A 15 gives "Post Collapse", and the DM rolls again, 10 -organic! This gives a total of +2 to size and +3 to unit. The size roll is 9, plus two is 11, so a typical Tiny item, and the unit mod is now +2. A roll of 6 gives an 8, or 2 units, each worth 125 gp. The DM decides this is a pair of newborn maul rats (see the Mutant Manual), likely to be of value to an animal trainer, taxidermist, or demented chef. The DM also notes the amusing possibilities involved in trying to transport two such animals and keep them alive long enough to sell them.
CHALLENGING ITEMS
The combination of rolls and the DMs imagination might lead him to decide a particular item of loot isn't an easy sell. The baby maul rats above are a good example. Items that are extremely heavy or bulky, or which represent some other sort of difficulty, likewise fall into this category. Now, if you're a real old-school DM (and good on ya, mate, if you are), you just say "Fine! Make the little bastards work for every copper piece!" If you want to keep things more in the 4e spirit of "You killed the monster, you get the loot, cue the next encounter", you can just keep the challenge as wholly flavor text. There's no way for the PCs to lose the loot before they can sell it, and it's just some amusing fluff to throw in. Or, you can declare the loot 'challenging'. Challenging loot gets an increase in potential value, but also has risks of loss. The concept of including 'challenging loot' should be discussed and decided before the game. For each piece of challenging loot, decide if the challenge is Easy, Moderate, or Hard. Easy Challenging Loot is worth 5% more per challenge roll. Moderate Challenging Loot is worth 10% more per challenge roll. Hard Challenging Loot is worth 15% more per challenge roll.
So what's a challenge roll? This is where you decide circumstances warrant a die roll to determine if Something Bad happens to the loot. Generally, there should never be more than one challenge roll per encounter, and, in more games, one challenge roll per day of abstracted travel is enough, unless there are special circumstances. A challenge roll can be an individual check or a group check, depending on circumstances. The skill required is up to the DM, but should be logical. For example, suppose the loot is a barrel of industrial oil. The "challenge" of this loot is that it is large and bulky (so a group Endurance check might be needed each day to keep dragging the thing with them) and that it's highly flammable (a Technology check might be needed to keep it from going 'boom' if exposed to damage). General gameplay can lead to other challenges arising. For example, if the players need to cross a river, the DM may decide to require a Nature or Dungeoneering check to be able to move the barrel. Each time the DM calls for a check, the value of the loot increases, as noted above. This does not mean the loot magically becomes worth more. It's a purely metagame concept that balances reward and risk. No matter how many rolls you make, the total value gain should never exceed 100%. So what happens if you fail a challenge roll? Failing one challenge roll reduces the potential value of the loot by 20%. Failing two challenge rolls reduces the potential value of the loot by 80%. Failing three challenge rolls means you've lost the loot. New loot of equal value does not magically appear. The lost loot still "counts" for determining the total treasure per level.
Unlike value increase, which is abstract, value decrease can be modeled more directly. The barrel cracked open and some of the oil spilled out. One of the maul rats died or has become sickly and weak.
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Allow for creativity. A player might respond to a request for a challenge roll with an alternate skill. If this makes sense to you, allow this, but consider raising the difficulty. Likewise, consider player actions that are not pure skill checks. Players who take the time to consider the problem in terms of "I am in the world, staring at this barrel of oil, what can I do to make it easier to carry?", and who come up with a clever plan, should get a circumstance bonus (usually +2) to any roll where their plan will help. Just be wary of anyone trying to game the system by deliberately forcing challenge rolls when they know they have the skill bonus to succeed. If confronted with munchkins of this type, feel free to be as despicable and underhanded as you wish. At the very least, remember this: No challenge, no reward. If there's no real risk of failure, there's no increase in value. Period.
DETERMINING CHALLENGE
Since the random loot system leaves it up to the DM exactly what a given item is, some whiners players might complain. As a rule, challenging loot should show up only once or twice per tier, but, if you want, just roll 1d10 for each Treasure Unit. A "1" indicates one of the items is challenging. Then roll a d6; on a 1-3, it's an easy challenge, on a 4-5, it's a moderate challenge, and on a 6, it's a hard challenge. Of course, since you do all this before the game and no player sees you roll, you can lie through your teeth, which is a skill every good DM ought to have, anyway.
CAMPAIGN TIERS
Those of you who find the division of the game's levels into "tiers" to be annoyingly artificial may simply read this as "Low Level", "Mid Level", and "High Level".
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One of the main design goals of Earth Delta is to create a game which can be used for long-term campaign play, not brief pickup adventures or a campaign where new characters are rolled every other session because of constant and random death. (Which is not to say it can't be run that way if you choose, just that there's other possibilities.) This section briefly discusses the tiers of play as they apply to Earth Delta and offers suggestions for campaign structure and focus.
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It's a mean world out there. Sure, there aren't portals to other dimensions lurking around (probably), but there's fields of deadly radiation, diseases which can barely be imagined, and a body of "common knowledge" that's a blend of folklore, half-remembered science, completely bat-shit crazy stuff people made up because it sounds good, and fragments of old advertising jingles confused with the ancient medical lore of the Ancestors. In short, traveling is dangerous. This section discusses all the things that can kill PCs besides monsters.
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Attack (Atomic) Standard Action Area: Burst 3 around the bomb, increasing by 1 every other round (Burst 4 on Round 3, Burst 5 on round 5, etc.) Target: All creatures in area. Hit: 1d6 Atomic damage per size of the burst zone -- so 3d6 when it's burst 3, 4d6 when it's burst 4, and so on. Special: When the bomb reaches Burst 8, it explodes, doing 8d10 atomic and fire damage to all within a Burst 20. Countermeasures A DC 18 Thievery check will stabilize the bomb, keeping its aura from expanding. A DC 16 Technology check will turn off the bomb for 1d4 rounds. This can only be done once. A DC 20 Technology check will deactivate the bomb. A DC 15 Athletics check will let you slide the bomb 1 square, perhaps off a cliff or into a pool of acid. The bomb has an AC of 5 and a Fort defense of 12. It has 25 hit points. Destroying it triggers an explosion, with damage equal to 1d10 atomic and fire per size of burst. (3d10 when it's Burst 3, 4d10 when it's Burst 4, etc.) Each time the bomb is attacked, hit or miss, the DC of technology and thievery checks increases by 2. The size of this explosion is Burst 3+1/round of combat after the first, maximum burst 10. Disease Anyone who takes more than 10 points of damage from the leaky bomb is exposed to Level 11 Wasting. General Note It's probably best to use this with creatures immune or resistant to atomic damage, otherwise, it may kill the other monsters faster than the PCs.
TERRAIN
Obviously, every kind of normal terrain exists in Earth Delta. Verdant forests, rolling hills, rugged peaks, blazing deserts... but many other kinds of terrain exist as well. While there may not be planar vortexes or elemental leaks, the powers unleashed during the Cataclysm have changed more than just the things that live on the Earth; they have changed the Earth as well. This section discusses a variety of locations, mundane and otherwise, and what kind of adventures and unique challenges might be had there.
SCALING DIFFICULTIES
OK, time for another editorial. A lot of the terrain below "scales". Because the core rules are a little vague and contradictory, and because it can lead to a lot of dumb arguments, let me make something perfectly clear: Terrain doesn't magically (or radioactively) become more dangerous when the PCs are higher level. The innate assumption behind scaling terrain is that the PCs are adventuring in more dangerous areas. Thus, the jagged rubble of a ruined wilderness observation station (a presumed heroic tier area) is less lethal than the jagged rubble of a ruined space elevator base station
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(a presumed epic tier area). The latter features more monomolecular wires, ultra-high impact plastic shards, partially discharged capacitors, and other exotic hazards. Simply put, constantly checking for the effects of environmental hazards which have only a slim chance to harm characters, and will do trivial damage if they do, is not conducive to good gameplay. If you want to reflect the wearing effect of countless minor hazards, the best way to do that is with a level appropriate skill challenge that consumes healing surges or even consumable items. (One nice narrative trick to show this is to have the PCs charged with escorting or protecting lower level characters, and have a couple of redshirts die gruesomely from hazards the high-level PCs avoid instinctively.)
BLIGHTRAIN
In areas where the Blight is strongest, such as the ruined cities, it can sometimes contaminate the air itself, so that normal weather becomes hazardous. If a blightrain storm occurs, all characters exposed to it suffer an attack of Encounter Level+3 vs. Fortitude each round they are fully exposed; if hit, the rain does Normal/Low blight damage and exposes characters to Blight Sickness. It is recommended that this phenomenon be limited to high paragon and epic tiers.
FRICTIONLESS SURFACES
"Frictionless" is a term of art which annoys physicists, just like "Zero Gravity". For game purposes, though, it works. Areas of frictionless material are nearly impossible to move on. A DC 17 Acrobatics (Balance) check is needed for each square crossed to avoid falling prone. Standing when prone on frictionless surfaces requires a DC 17 Acrobatics (Balance) check as well. Any time forced movement knocks a character onto a frictionless surface, he continues moving in the same direction until he is off of it, at which point, he falls prone and ceases movement. A character adjacent to someone on a frictionless surface can pull them off of it as a minor action. Identifying frictionless surfaces requires a DC 15 Dungeoneering or Technology check.
FLARES
Areas filled with ruined and malfunctioning machinery sometimes produce sporadic bursts of brilliant, searing, light. These random events can make a chaotic battle even more unpredictable. A flare region will typically by 3 to 5 squares on a side. Each round, just before the highest person in the initiative order goes, roll a new initiative for the flare, giving it an initiative bonus of 1/2 the party's level. When the flare's initiative comes up, everyone in the area is attacked as follows: Flare Hey! Who turned out the lights? Or turned on the lights? Or... something. I can't see! Attack: Level +3 vs. Fortitude. Hit: Target is blinded (save ends). For best use, the flare zone should be an area which characters are constantly moving in or out of, but it is always uncertain each round if someone will be in the zone when it goes off. To make this terrain especially dangerous, use monsters which are not affected by blindness. Level X Terrain Attack
GRAV PLATING
Generally found only in Paragon or Epic areas, grav plating is a region where gravity generation fields are still active, usually in the form of self-powered sheets of metal strewn on the ground. Each such sheet will typically be 4 * 4 squares. The grav plating greatly increases the apparent weight of anything which crosses it. Any character bearing a normal load becomes slowed; any character bearing a heavy load is immobilized. Flying creatures may fly across the region normally, but if their move ends over the region, they are pulled down (the area of high gravity extends upwards for 10 squares). Insubstantial or phasing creatures are not affected.
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Remember that a character who becomes slowed while moving stops moving if they've moved more than 2 squares.
LIVE CURRENT
Much of the equipment of the Ancestors was designed to keep on going indefinitely, relying on self-repair systems and friendly maintenance robots. Some of this stuff is still semi-functional, leading to areas where raw energy crackles and surges through exposed circuits and machinery. Such places are generally round only in slightly more intact ruins and usually a bit outside of Strongholds, but it can be located almost anywhere, exposed by weather or battle. Live current can be treated as very simple hazardous terrain, doing 1d6 lightning damage per tier to any creature entering it, or it can be set up as a Hazard which can be dealt with by the PCs. The former is good if you want just one or two squares to add flavor; use the latter to make it a major part of the encounter, such as a battle at a ruined factory.
MAYZE
During the Forgotten Years, many oddities were created by the Ancestors whose purpose today is obscure. One such is mayze, a type of genetically modified corn (which has mutated still further over time). When mayze is planted, the initial root systems contact each other and a complex biological network forms, directing some seeds to not sprout and others to grow in specific ways. The end result is a complex geometric pattern that covers the entire field -- a maze. Mayze can grow to fifteen feet in height or more, and when mature, the "walls" of the maze are a good five feet thick and very tightly interwoven (Resist 5 (all), 20 hit points per square. Some types of mayze have further evolved thorns (which will do 1d6+2 damage per tier to anyone attacking the walls with natural weapons or trying to push through) or dangerous secretions, ranging from hallucinogenic sap to deadly poisons. Because mayze is considered "natural", it is often used as a defense by the Heirs of Ludd, as well as being a favorite of the Green Revolution.
RADIATION HOTSPOT
While there are zones of "lingering" radiation which do not do instant damage, just infect you with the Wasting Sickness, there are also regions, usually in ruined industrial centers, power plants, and deep underground bases, where extremely intense areas of radioactive energy remain. These regions cause damage in seconds, not hours or days. The DM sets the level of the hotspot, which represents the intensity of the radiation. Anyone beginning their turn in a hotspot is attacked, as follows: Hotspot Radiation Direct Level X Terrain Attack You don't see anything, but it burns you! Hmm. Maybe that's why it's called "The Colorless Fire" Level+3 vs. Fortitude; Hit: Atomic damage as below. Special: Anyone bloodied is also weakened so long as they are in the area, once they leave the area, save ends. Level Atomic Damage Level Atomic Damage 1-3 2d6+3 10-12 3d6+5 4-6 2d8+4 13-15 3d6+6 7-9 2d8+5 16-18 3d8+7 Anyone beginning their turn within 2 squares there is no additional weakening effect. Level Atomic Damage 19-21 3d8+7 22-24 4d6+8 25+ 4d8+10 of a hotspot is attacked as above, but damage is halved, and
Anyone who is damaged more than twice by a radiation hotspot will be exposed to a form of The Wasting (see page 372). At Heroic Tier, this will be Alpha Wasting, at Paragon Tier, Beta Wasting, and at Epic Tier, Gamma Wasting.
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RADIATION ZONES
Perhaps the most common type of dangerous terrain are the lingering zones of radiation. Whether or not nuclear weapons were the primary cause of the Cataclysm or just a minor adjunct to it, large parts of the world still make Geiger counters go mad. Known radiation zones are often marked, but there are many which are unknown, as well. People fooling with unknown technology, exploding nuclear-powered robots, and other sources can create new regions burning with the Colorless Fire, just waiting for some foolish explorer to come along.
All radiation zones have a level; this determines the level of the disease, The Wasting, which accompanies them. The disease attacks based on how long the characters are in the zone and the level of the zone: Level Time Between Attacks 1-5 2 Days 6-10 Daily 11-20 Every 12 hours 21-25 Every 6 hours 26+ Hourly Attacks are against Fortitude. Characters with resist (atomic) may add their resistance to their Fortitude defense. Characters immune to atomic damage are immune to radiation.
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In addition to broad zones, which are mostly a hazard during travel time, there are small, intense, zones, which are placed on the battlemat and which usually emanate from objects, such as a leaky missile.
RUBBLE, BASIC
This is extremely common on Earth Delta. Generic "Ruins of Man's lost glory" is just difficult terrain. While you don't want to frustrate and annoy players, especially those whose characters rely on mobility, such terrain should generally be just a bit more common than it might be in other settings. Rubble is often scattered semi randomly around any area which used to be civilized.
RUBBLE, JAGGED
Jagged rubble is areas which have not yet been worn down -- some of the materials used by the Ancestors are especially tough, and it might be thousands of years yet before they erode. Jagged rubble is difficult terrain, but anyone knocked prone in such an area takes 1d6 damage at Heroic tier, 2d6 at Paragon, and 3d6 at Epic.
RUBBLE, OVERGROWN
A great deal of the aforementioned Ruins have been overtaken by nature, covered in tulip kudzu or whispermoss. Such places are not always obvious, seeming to low hillocks or small mounds rather than tangled masses of broken glass, stone, and metal given a vegetative overlay. Treat these areas as difficult terrain, but they are not known until someone tries to move into or through them. (DC 10 Dungeoneering, Nature, or Perception check to spot them within 5 squares.)
VEHICLE, WRECKED
The Ancestors rarely walked anywhere. The remnants of their fantastic carts and carriages can be found almost anywhere, some rusted or corroded, some simply broken and partially overgrown. They lie scattered and immobile everywhere, providing unusual obstacles. A typical wrecked vehicle will be rectangular, usually 2 squares by 3 or 4 squares, and 1-2 squares high. They can provide cover to hide behind, as well as in, and often have windows which allow snipers to take up position inside them. In addition, they may hold nests of vermin which will attack anyone entering the ruin. Lastly, a few have engines which are still partially active, and which might explode interestingly if the vehicle is damaged further or caught in an area attack. (Use the Medium/Limited column, with a radius of burst 3 at Heroic tier, burst 4 at Paragon tier, and burst 5 at Epic tier.)
WEAKENED SUPPORTS
Despite the great skill of the Ancestors, some of their surviving buildings are on the verge of death. An attack on the right column or wall could bring the ceiling crashing down. Weakened Supports Single-Use Terrain A solid whack in the right spot, and the ceiling collapses. Standard Action Check: Athletics check (Hard DC) to collapse the support, or hit the support with 10 points of damage per tier in a single attack. Success: The support collapses. Target: All creatures in a Close Burst 3 centered on the support. Attack: Level +3 vs. Reflex Hit: 2d6+1/2 level damage, and the target is knocked prone. Miss: Half damage. Effect: All squares in the burst become difficult terrain. At paragon tier and above, they become jagged rubble (see page 368).
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Special: Repeat the attack for half damage (no damage on a miss) at the beginning of the next round, as more rubble continues to fall.
DISEASES
"But I'll do my best, I'll run another test, and I'll pour myself another mug of brew." ("Bones", Leslie Fish) In the time before the Cataclysm, natural disease was not quite conquered, but it was definitely a puppet government. Bacterial and viral evolution, combined with biowarfare, made sure humanity was never completely free of plagues, but they were generally better controlled and more easily treated than ever before in history. Indeed, it was commonplace to deliberately expose children to low levels of common bacteria to make sure their immune systems didn't just give up on go and vacation out of boredom. Let's just say things aren't so nice now, and there's no need to provide make-work for your white blood cells -the little bastards are going to unionize and demand triple overtime any day now. The time of the Cataclysm was a time of great and terrible war. The stockpiles of doomsday virii were flung open, and once exposed to the swirling sea of radiation, unknown energies, self-modify nano-virii, and a bunch of other scary buzzwords, the world was left swaddled in a warm, loving cloud of thousands of new strains of killer plagues. While the worst and most virulent no longer exist in the wild due to killing off their victims before the plague could be spread, there's still plenty of nastiness left to go around. Furthermore, for game purposes, the effects of radiation can best be modeled as a disease, so it's covered here, too.
BLIGHTMOTH LARVA
Blightmoths are blight-infested moths (big shock there, I know) which have a habit of laying their radioactive eggs in any poor sucker that happens along, turning him into a walking incubator for the little darlings.
Blightmoth Larva Level 13 Disease Reddish-black pustules mark the first stage of this illness; the last stage is marked by an eruption of radioactive moths. Diagnosis is fairly easy at that point.
Stage 0: The target recovers from the disease. Stage 1: While affected by Stage 1, the target loses a healing surge and must eat twice as much as normal or
be weakened.
Stage 2: While affected by Stage 2, the target's hit points cannot rise over their bloodied value, and they suffer
Lower than Easy DC (14): The disease increases by 1 stage. Easy DC (14): No change. Moderate DC (20): The stage of the disease decreases by 1.
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BLIGHT SICKNESS
Certain creatures, such as some blightspawn, and some types of natural terrain, can expose a character to the terrifying illness known as blight sickness. Victims of the disease slowly rot away without actually dying, until their corrupt bodies shamble forth to pass on their foul condition to innocents. In many communities, anyone suspected of being infected with blight sickness is killed and their corpse burned outside of town, even though the disease is not contagious until the victim has actually died from it. But, hey, why take chances?
Blight Sickness The blight takes away true vitality and replaces it with a grim mockery of life.
The level of the disease is equal to the level of the blightspawn that caused it.
Stage 0: The target recovers from the disease.
Stage 1: While affected by Stage 1, the target has -2 Reflex defense, and regains only 1 healing surge per
extended rest..
Stage 2: While affected by Stage 2, the target loses a healing surge after each extended rest. (So he is at -1
surge after his first extended rest, -2 surges after his second, and so forth.) If his surges fall to 0 before he is cured, he suffers the same effects as noted for Stage 3.
Stage 3: The target becomes a Blightspawn Wanderer of his level. Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2
Lower than Easy DC: The disease increases by 1 stage. Easy DC: No change. Moderate DC: The stage of the disease decreases by 1.
Neobubonic Plague Variable Level Disease This foul sickness is endemic to some types of ratmen, who seem to suffer no lasting ills from it.
The level of the disease is equal to the level of the ratman which caused it.
Stage 0: The target recovers from the disease. Stage 1: While affected by Stage 1, the target is weakened and is at -1 to all defenses. Stage 2: While affected by Stage 2, the target gains only half value from healing and is dazed, in addition to
Lower than Easy DC: The disease increases by 1 stage. Easy DC: No change. Moderate DC: The stage of the disease decreases by 1.
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RAGEPLAGUE
This is a strange illness which warps the mind, turning anyone into a slavering, insane, blood-crazed monster. Studies of recordings from the Forgotten Years indicate it may be related to a sport of the Ancestors called "hockey". Squirkills (See the Earth Delta Mutant Manual) are the most well-known carriers.
Level 3 Disease
Stage 1: While affected by Stage 1, the target suffers a -2 to all Charisma based skills and a -2 to all defenses. Stage 2: While affected by Stage 2, at the start of every round of combat, the disease attacks the victim: +7 vs.
Will, Hit: The must use his standard action to make a melee basic attack against the nearest possible target. If no target is in range, the victim must move to the nearest target and then attack, if possible. If there is no possible way to attack, the target takes 1d8+4 psychic damage and can take no actions this turn.
Stage 3: The target permanently suffers a -2 to all Charisma based skills and cannot take a Second Wind
action if he has more than 1/4 of his hit points remaining and there are any enemies in sight.
Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2
Lower than Easy DC (8): The disease increases by 1 stage. Easy DC (9): No change. Moderate DC(13): The stage of the disease decreases by 1.
SILVERDOOM
While fears of "grey goo" destroying the world never materialized (If they had, this rulebook would be a lot shorter. You'd all just be nanobots eating each other without any purpose. Someone contact the guys over on the Forge, a game where nothing happens, everyone's miserable, and there's a single, inevitable, conclusion no matter what choices you make sounds right up their alley!), weaponized nanoswarms do exist, though they're generally contained. Silverdoom is the result of nanobots originally designed to do fine metallic plating getting a bit out of hand. In the early stages, splotches of silver metal appear, slowly hindering the victim more and more, until he becomes a shiny silver statue of himself.
Silverdoom Level 16 Disease You will, indeed, leave a good-looking corpse, thus fulfilling the Ancestor's belief about the proper ending to a well-lived life.
Stage 0: The victim recovers from the disease. Stage 1: While affected by Stage 1, the victim gains a +2 to Armor Class, a -2 to Reflex, and is slowed. Stage 2: While affected by Stage 2, the victim suffers the Stage 1 effects, but also suffers a -2 to all attack rolls
oxygen, food, or water. In the unlikely event the victim has mutations which make it possible for him to survive without any of the above, consider the victim petrified rather than dead.
Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2
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THE WASTING
The Blight is not the only legacy of the weapons of the Cataclysm. Throughout the world, there are places where the Colorless Fire still burns. Invisible to all but those who know the signs, those who encounter it die a slow, grisly, death, and even those who live bear the scars forever. Different patches of the Colorless Fire have different intensities; some are faint and almost harmless, others can kill the strongest man in a few days.
Alpha Wasting Level 5 Disease This disease is caused by places where the colorless fire burns low, almost extinguished -- but still lethal to many.
Stage 0: The target recovers from the disease. Stage 1: While affected by Stage 1, the target is at -1 to all defenses and his total surges are reduced by one. Stage 2: While affected by Stage 2, the target is at -2 to all defenses and he has half his usual number of
Lower than Easy DC(9): The disease increases by 1 stage. Easy DC(10): No change. Moderate DC(15): The stage of the disease decreases by 1.
Beta Wasting Level 15 Disease In many of the old ruins, abandoned complexes, and great wastelands, the Colorless Fire still burns bright enough to char the soul of the strong.
Stage 0: The target recovers from the disease. Stage 1: While affected by Stage 1, the target is at -2 to all defenses and his total surges are reduced by two. Stage 2: While affected by Stage 2, the target is at -4 to all defenses, is slowed, and has only one healing surge. Stage 3: He's dead, Jim. Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2
Lower than Easy DC(14): The disease increases by 1 stage. Easy DC(15): No change. Moderate DC(22): The stage of the disease decreases by 1.
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Gamma Wasting Level 25 Disease A rare few places still contain the sources of the Colorless Fire, and in these places, it burns hellishly.
Stage 0: The target recovers from the disease. Stage 1: While affected by Stage 1, the target is at -4 to all defenses, is weakened, and his total surges are
reduced by two.
Stage 2: While affected by Stage 2, the target is at -4 to all defenses, is dazed and weakened, and has only one
healing surge.
Stage 3: He's dead, Jim. And radioactive. Anyone who spends more than 6 hours within 5 squares of him
Lower than Easy DC(20): The disease increases by 1 stage. Easy DC(21): No change. Moderate DC(29): The stage of the disease decreases by 1.
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Sample Characters
This section is mostly a place for me to test out the rules by actually, y'know, using them, and to show how to put everything together.
INTRODUCTION
To keep things simple and make it easier to check the math, I'll be using the Standard Array (16,14,13,12,11,10). The strangled noise you hear is the min-maxers.
DRAL BLUESCALE
(As of the state of the rules on 3/15/2010; kept as-is to show changes in progress.) Race: Serpentoid Speed:6 Str: 14 Con: 13 Dex: 18 Int: 10 Wis: 14 Cha: 11 Defenses: AC 17, Fortitude 13, Reflex 15, Will 13 Racial Traits: Blood In The Air, +1 against bloodied foes. Cold Blooded Heritage Mutations: Chameleon Skin, Secondary Lobe, Fear Reaction (Animate), Natural Armor (Thick Skin) Personal Mutations: Armor, Head, Neck Armor Mutation: Regenerative. Head Mutation: Oversized Ears Neck: Gasbags Class Features: Archer Fighting Style, Hunter's Quarry Gear: Longbow, 2 Longswords Feats: Defensive Mobility (from Fighting Style), Pyrokinetic Bloodline Size: Medium Class: Ranger Hit Points: 25, Surge value: 8 Level: 1 Vision: Low-Light
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(AW)Twin Strike: +6 vs. AC (Bow), 1d10+4 damage, two attacks, or +5 vs. AC, 1d10+2 damage (longsword) , two attacks. (E)Evasive Strike: +6 vs AC (Bow), 1d10+4 damage or +5 vs. AC (longsword), 1d10+2 damage, shift 3 squares before or after attack. (E) Pyroblast: Ranged 10, +4 vs. Fortitude, 2d6+2 fire damage. Sustain minor, 2 fire damage. (D)Split The Tree: +6 vs. AC (Bow), 2d10+4 damage, two targets, roll twice and use higher roll against both. Design Thoughts: Well, this is the first character I've built from scratch using this system. Even with the fairly limited selection of mutations so far, I had a lot of options. I do need to review how to handle natural weapons for a 2-weapon ranger. Looking at it, the Pyroblast power might be overpowered for a "free" encounter power. Might be better to drop it to 1d6 base damage, especially with the sustain. This makes it more useful than a basic attack due to range and ongoing damage, but not quite as good as typical level 1 encounter power, which is the balance point for a 'feat granted' power, I think.
APPENDIX I
APPENDIX I
Table 170 Random Energy Gun Name Table
Thus, you can get the F-80 Precision Assault pistol, the Rapid-Cycling JB-16 Optimized Infantry rifle, or the Personal Stunner, Model KV-19. Though it shouldn't need to be said, not one of these words means a goddamned thing in terms of game statistics, and if any player tries to insist that it does, just tell him, "Well, if you don't like the gun as it is, no problem. It has a short and explodes in your hand. Take 4d10 damage."
Alt. Weapons Camouflaged Blink Grappling Appendage Ink Cloud Lure Oversized Limbs Slick Superleap
Cooperative Envenomed Envenomed Frost Generation Ink Cloud Superleap Two Headed Winged Force Field Frost Generation Grappling Appendage Oversized Limbs Quills Regeneration
Webcasting Winged
INTRODUCTION
When the actual rules are finalized and finished, if I haven't gotten utterly sick of this project, this is where there will be rules for doing a lower-tech, grimmer, grittier, apocalypse, much more Road Warrior and Postman than Kamandi and Thundarr. Don't expect it any time soon.
End Notes
Hey, Word has this feature, and it seemed like a good place to put the design asides that didn't fit anywhere else.
I feel Action Points are an under-utilized resource, or rather, there's usually a Clearly Obvious Best Time to use them, so I'm giving them more use. Also, the "use it or lose it" rule and the "no more than 1/encounter" rule really limit having to make hard choices about expending them.
i
A huge number of exploits, loopholes, and cheesy builds come from combos where some ability triggers off the use of another ability, and a later power let's you use the latter ability in a way the writers of the former ability never considered. So I'm cutting that off cleanly -- you don't get any other benefits from spending this surge, it's a cost you pay to avoid a presumably nasty attack, such as one with ongoing damage or condition imposition or forced movement.
ii
Sure, you could take a bunch of feats, but then you get the problem of "You invest three feats and you end up just as good as someone using a longsword is without investing any character resources.".
iii
Here's a great example of how rules changes ripple. When this mutation was originally written, the design allowed for horns and tails and what-not to be as good as hand-based weapons, but this led to a massive explosion in complexity and special case rules trying to find balance. So now this power assumes you've decided to blow your Weapon Slot mutation on a weapon which is, by design, limited, and so gives you a few more options -- such as its daily power working even when you hit someone with a different weapon (presumably, you head-butt them at the same time you hit with your primary attack.)
iv
Obviously, this power needs to be compared to, and balanced against, Positioning Strike. Positioning Strike doesn't move you, and this does. Positioning Strike allows a Slide, which is much more useful than a pull. The fact this power leaves you adjacent to an angry enemy, and benefits most if you're an area of difficult terrain (which limits your move somewhat) keeps it balance, in my opinion. It's reasonably useful in almost all circumstances and extremely useful in narrow circumstances, which is my definition of a "cool power".
v
Rather obviously, this is my take on the Barbarian, redone as a Martial Defender instead of a Primal Striker. The Guardian concept is nifty and I may get back to it someday, but ED needs a second Defender class, and while the 4e barbarian is a nice enough concept, the whole 'primal power' thing rubs me the wrong way; Conan didn't shoot fireballs, dammit.
vi
Once more, we see Lizard's efforts to mimic functionality without duplicating mechanics. As compared to Cure Serious Wounds, the 6th level Cleric power, this gives some interesting tactical choices -- less healing and a boost, or the same healing, a boost, and a penalty?
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This makes this zone a lot more problematic than many other such zones. A scholar has to be careful. Basically, even if a lot of the stuff in ED is "reflavored" magic or divine or what-not, I try to always keep in mind that this isn't magic, and while I stretch plausibility in many places, I try not to break it too badly. A vial of acid that forms a cloud I can accept; that it could be controlled by a normal human from a long way away, I don't. So the cloud gets an extra feature (armor destruction) and loses mobility and the power to deactivate it.
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A Daily attack power as an interrupt is a rare thing. But I think it's just too cool an idea -- the bad guy closes on you, and you whip out your gun and shoot him right in the face. You've seen it in a million movies.
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High-tech armor is often lighter and more flexible than its low tech counterparts. Thus, a feat such as Armor Specialization (Chainmail) is less useful when wearing Plasteel Links. Simply giving such feats +2 to AC is overpowering. Eliminating them is problematic. Expecting players to retrain when they 'graduate" from low-tech armor to high-tech armor is forcing them to waste a retraining slot. So my solution was to lower the feat requirement, making it more accessible. This also fits with the idea that high-tech items are generally easier to wear and use than more primitive tools. Another "ripped out a chunk of text" design moment. I had a bunch of stuff about how this or that drained the UPC, and so on, and it occurred to me that this was adding unnecessary bookkeeping. Tracking shots is part of what ranged weapon users are used to, but not Melee combatants, and it unfairly penalizes someone who relies on tech Melee weapons, compared to a mutant with electric claws, or something. So, maybe I'll add it to the "gritty" section or the "optional rules" appendix to appease those who, like me, have a simulationist bent.
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This was one of the hardest things to implement in a "4e friendly" fashion. "Save or Die" is not a major feature of 4e, but it's what the frackin' Black Ray Pistol (the model for the Omega Beam, duh), does. I really didn't want to have a climactic "boss fight" solo battle ending due to a few unlucky rolls. On the other hand, I wanted the weapon to be useful enough that people would want it, and I wanted to preserve its "terror weapon' status. So, firstly, it's a bona-fide one-shot-kill against low level beings. This isn't really game balance affecting, anything 10 levels lower than the weapon should be nothing but a speed bump. It also lets evil villains who use the weapon have a way to instantly kill anyone who opposes them in a way the game mechanics support, as opposed to having something work differently in the hands of the PCs than it does in the hands of the NPCs. By eliminating level-appropriate solos as possible targets of the death ray effect, it becomes impossible to one-shot an entire encounter.
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Originally, this was at-will. Then it occurred to me that right before an extended rest, anyone using these gloves could just drain their healing surges safely and charge up a lot of UPCs, undermining one of the main balances on tech items. I played with a bunch of mechanics to prevent this exploit, but all of them added more complexity and required more rules than was justified for a single item. So, smeg it. It's a daily power.
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