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Thread: Mutant help...
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2007-07-11, 01:03 PM (ISO 8601)
- Join Date
- May 2007
- Gender
Mutant help...
I'm designing a d20 Modern game where the players are humans living in a world where the mutant rulers have deemed it illegal to be human.
Here's the thing. As fun as the mutations in the d20 Future book are, they aren't what I am looking for (though a good reference non-the-less). I'm looking for super human type stuff and without access to Mutants and Masterminds, I am forced to create my own rules.
What I have in mind...there are four main types of mutants: Boosters, Enchanters, Meta-Morphs, and Psions. It takes a whole round to activate the powers and an additional round per power level.
Booster powers are physically based, boosting either their Strength, Dexterity, or Constitution scores depending on the sub-type.
Enchanters are where most comic book based super humans would be listed under. More on them in the sub-types.
Meta-Morphs are half animal mutations. I can use the Moreau stats in the d20Modern book for most of these.
Psions are self-explanitory. MIND POWERS!
Booster sub-tupes: Brutes (STR), Runners (DEX), and Healers (CON)
Enchanter sub-types: Blasters, Manipulators, and Creators
Meta-Morphs: categorized through individual animals
Psion sub-types: Telepaths, Kinetics, and Empaths
Boosters
All receive +2 to their main stat per power level
Brutes (STR)
- Must shoose the Strong class
- -1 DEX and INT per power level
- +1 size category per two power levels
- when powers are deactivated they seem to have slightly flabby skin and stretch marks, -1 to Disguise checks
Runners (DEX)
- Must choose the Fast class
- -1 WIS per power level
- movement gains +10 feet per power level
- racial ability adjustment of -1 CHA, always extremely skinny and eating due to sped up metabolism
- must perform a Will Save DC 10 when around food to keep themselves from being compelled to eat
Healers (CON)
- Must choose the Tough class
- -1 STR and DEX per power level
- +5 HP per power level (+4 from the power, +1 from the CON mod adjustment)
- masochists, covered in scars, -1 Disguise
Enchanters
Blasters
- choose sound waves or a type of energy
- blasts of sound and energy cause 1d6 damage at power level 1, raising one die level per power level
- energy users glow slightly
- sound users have the shakes
- -1 CHA racial ability adjustment
- -1 to Hide and Disguise checks racial modifier plus an additional -1 to Hide and Disguise per power level after first power level
Manipulators and Creators
- Manipulate/Create Fine through Diminuative amounts of chosen element as a free action at power level 1
- Manipulate/Create Tiny through Small amounts of chosen element as an action at power level 1
- Manipulate/Create Medium through Huge amounts of chosen element as a full round action at power level 2
- Mainpulate/Create Gargantuan through Colossal amounts of chosen element as two full round actions at power level 3
- signs of their chosen element (ex: appearing ash covered for fire based), -2 to Hide and Disguise checks
Meta-Morphs
- adjustments determined by species of animal
- -2 to Disguise
Psions (need a LOT of help here...found the MSRD with Psionic stuff, reading now)
All receive a racial ability adjustment of -1 to STR, DEX, and CON and cannot choose to be Strong, Fast, or Tough Heroes.
Telepaths
- Concentration VS Will Save
Kinetics
- Concentrate DC 5 for Fine-Tiny sized objects or creatures
- Concentrate DC 10 for Small sized objects or creatures
- Concentrate DC 15 for Medium sized objects or creatures
- Concentrate DC 20 for Huge sized objects or creatures
- Concentrate DC 25 for Gargantuan sized objects or creatures
- Concentrate DC 30 for Colossal sized objects or creatures
Empaths
- Concentration VS Will Save
Last edited by drawingfreak; 2007-07-11 at 01:06 PM.